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:/SteamLibrary/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 5070 Ti [D3D12 Device Filter] Driver Version: 32.0.15.8142 [D3D12 Device Filter] Feature Level: 12.1 [D3D12 Device Filter] Graphics Memory: 15907 MB [D3D12 Device Filter] Processor Count: 20 [D3D12 Device Filter] Device Type: Discrete GfxDevice: creating device client; kGfxThreadingModeClientWorkerJobs [XR] [16380] [20:58:45.926][Info ] Available Layers: (2) Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce RTX 5070 Ti (ID=0x2c05) Vendor: NVIDIA VRAM: 15907 MB Driver: 32.0.15.8142 [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() [Subsystems] Loading plugin UnityOpenXR for subsystem OpenXR Display... [XR] [16380] [20:58:46.480][Info ] Available Layers: (2) [Subsystems] Loading plugin UnityOpenXR for subsystem OpenXR Input... Initializing input. Using Windows.Gaming.Input Input initialized. UnloadTime: 0.084900 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: 0.44.0 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__110: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__110: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__110: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__110: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__110: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] [16380] [20:58:47.296][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_UNKNOWN->XR_SESSION_STATE_IDLE session=1 time=906810942337499 [XR] [16380] [20:58:47.296][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_IDLE->XR_SESSION_STATE_READY session=1 time=906810942337899 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) XRTextureManager::RequestCreateTexture XRTextureManager::RequestCreateTexture XRTextureManager::SetupRenderTextureFromXRRequest (id: 1 col: 0000000000000000 d: 0000019B972F9EB8 sr: 0000000000000000) RenderTexture::Create (id: 1) IVRDeviceCallback_CreateEyeTextureResources 0000019B972F9EB8 XRTextureManager::SetupRenderTextureFromXRRequest (id: 2 col: 0000019B972F57B8 d: 0000000000000000 sr: 0000000000000000) RenderTexture::Create (id: 2) IVRDeviceCallback_CreateEyeTextureResources 0000019B972F57B8 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) XRTextureManager::RequestCreateTexture XRTextureManager::RequestCreateTexture XRTextureManager::SetupRenderTextureFromXRRequest (id: 3 col: 0000000000000000 d: 0000019B972FA138 sr: 0000000000000000) RenderTexture::Create (id: 3) IVRDeviceCallback_CreateEyeTextureResources 0000019B972FA138 XRTextureManager::SetupRenderTextureFromXRRequest (id: 4 col: 0000019B972F7F38 d: 0000000000000000 sr: 0000000000000000) RenderTexture::Create (id: 4) IVRDeviceCallback_CreateEyeTextureResources 0000019B972F7F38 [XR] [16380] [20:58:47.497][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_READY->XR_SESSION_STATE_SYNCHRONIZED session=1 time=906811833850200 [XR] [16380] [20:58:47.497][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_SYNCHRONIZED->XR_SESSION_STATE_VISIBLE session=1 time=906811833850500 [XR] [16380] [20:58:47.497][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED session=1 time=906811833850500 [XR] [16380] [20:58:47.498][Info ] ==== Start Unity OpenXR Diagnostic Report ==== [XR] [16380] [20:58:47.498][Info ] ==== Report Reason: System Startup Completed ==== [XR] [16380] [20:58:47.498][Info ] ==== OpenXR Init Info ==== [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] Stage 1 Missing Entry Points: (1) [XR] [16380] [20:58:47.498][Info ] xrInitializeLoaderKHR [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] ==== OpenXR Settings ==== [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] Symmetric Projection: False [XR] [16380] [20:58:47.498][Info ] Stereo Rendering Mode: SinglePassInstanced [XR] [16380] [20:58:47.498][Info ] Latency Optimization: PrioritizeRendering [XR] [16380] [20:58:47.498][Info ] Color Submission Modes: kRenderTextureFormatGroup8888 [XR] [16380] [20:58:47.498][Info ] Depth Submission Mode: Depth24Bit [XR] [16380] [20:58:47.498][Info ] Space Warp Motion Vector Texture Format: RGBA16f [XR] [16380] [20:58:47.498][Info ] Optimize Buffer Discards: False [XR] [16380] [20:58:47.498][Info ] Multiview Render Regions Optimization Mode: None [XR] [16380] [20:58:47.498][Info ] Use OpenXR Predicted Time: True [XR] [16380] [20:58:47.498][Info ] Foveated Rendering API: Legacy [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] ==== OpenXR Provider Info ==== [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] Provider Version: 1.16.0 [XR] [16380] [20:58:47.498][Info ] App: VFM #701098276 [XR] [16380] [20:58:47.498][Info ] Engine: 6000.2.13f1 #86037505 [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] ==== OpenXR Runtime Info ==== [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] Available Runtime Extensions: (30) [XR] [16380] [20:58:47.498][Info ] XR_KHR_D3D11_enable: Version=9 [XR] [16380] [20:58:47.498][Info ] XR_KHR_D3D12_enable: Version=9 [XR] [16380] [20:58:47.498][Info ] XR_KHR_vulkan_enable: Version=8 [XR] [16380] [20:58:47.498][Info ] XR_KHR_vulkan_enable2: Version=2 [XR] [16380] [20:58:47.498][Info ] XR_KHR_opengl_enable: Version=10 [XR] [16380] [20:58:47.498][Info ] XR_KHR_composition_layer_depth: Version=6 [XR] [16380] [20:58:47.498][Info ] XR_KHR_win32_convert_performance_counter_time: Version=1 [XR] [16380] [20:58:47.498][Info ] XR_EXT_win32_appcontainer_compatible: Version=1 [XR] [16380] [20:58:47.498][Info ] XR_KHR_visibility_mask: Version=2 [XR] [16380] [20:58:47.498][Info ] XR_FB_display_refresh_rate: Version=1 [XR] [16380] [20:58:47.498][Info ] XR_EXT_palm_pose: Version=2 [XR] [16380] [20:58:47.498][Info ] XR_OCULUS_audio_device_guid: Version=1 [XR] [16380] [20:58:47.498][Info ] XR_KHR_composition_layer_cylinder: Version=4 [XR] [16380] [20:58:47.498][Info ] XR_EXT_hand_tracking: Version=4 [XR] [16380] [20:58:47.498][Info ] XR_EXT_hand_tracking_data_source: Version=1 [XR] [16380] [20:58:47.498][Info ] XR_FB_hand_tracking_aim: Version=2 [XR] [16380] [20:58:47.498][Info ] XR_EXT_eye_gaze_interaction: Version=2 [XR] [16380] [20:58:47.498][Info ] XR_FB_eye_tracking_social: Version=1 [XR] [16380] [20:58:47.498][Info ] XR_FB_face_tracking: Version=1 [XR] [16380] [20:58:47.498][Info ] XR_FB_face_tracking2: Version=1 [XR] [16380] [20:58:47.498][Info ] XR_FB_body_tracking: Version=1 [XR] [16380] [20:58:47.498][Info ] XR_META_body_tracking_full_body: Version=1 [XR] [16380] [20:58:47.498][Info ] XR_META_body_tracking_fidelity: Version=1 [XR] [16380] [20:58:47.498][Info ] XR_META_body_tracking_calibration: Version=1 [XR] [16380] [20:58:47.498][Info ] XR_HTCX_vive_tracker_interaction: Version=3 [XR] [16380] [20:58:47.498][Info ] XR_MND_headless: Version=2 [XR] [16380] [20:58:47.498][Info ] XR_EXT_uuid: Version=1 [XR] [16380] [20:58:47.498][Info ] XR_META_headset_id: Version=2 [XR] [16380] [20:58:47.498][Info ] XR_EXT_debug_utils: Version=5 [XR] [16380] [20:58:47.498][Info ] XR_UNITY_foveation: Version=1 [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] Available Layers: (2) [XR] [16380] [20:58:47.498][Info ] XR_APILAYER_MBUCCHIA_toolkit: SpecVersion=1.0.0, LayerVersion=1, Description="OpenXR toolkit API layer" [XR] [16380] [20:58:47.498][Info ] XR_APILAYER_VIRTUALDESKTOP_oculus_compatibility: SpecVersion=1.0.0, LayerVersion=5, Description="Compatibility layer for OculusXR Plugin" [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] Available Runtime Layer Extensions: LayerName="XR_APILAYER_MBUCCHIA_toolkit": (1) [XR] [16380] [20:58:47.498][Info ] XR_UNITY_foveation: Version=1 [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] Available Runtime Layer Extensions: LayerName="XR_APILAYER_VIRTUALDESKTOP_oculus_compatibility": (1) [XR] [16380] [20:58:47.498][Info ] XR_UNITY_foveation: Version=1 [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] Runtime Name: VirtualDesktopXR [XR] [16380] [20:58:47.498][Info ] Runtime Version: 1.0.8 [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] Form factor: XR_FORM_FACTOR_HEAD_MOUNTED_DISPLAY [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] Runtime extensions enabled: (6) [XR] [16380] [20:58:47.498][Info ] XR_KHR_D3D11_enable: Version=9 [XR] [16380] [20:58:47.498][Info ] XR_KHR_composition_layer_cylinder: Version=4 [XR] [16380] [20:58:47.498][Info ] XR_KHR_composition_layer_depth: Version=6 [XR] [16380] [20:58:47.498][Info ] XR_KHR_visibility_mask: Version=2 [XR] [16380] [20:58:47.498][Info ] XR_UNITY_foveation: Version=1 [XR] [16380] [20:58:47.498][Info ] XR_OCULUS_audio_device_guid: Version=1 [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] Available Reference Spaces: (3) [XR] [16380] [20:58:47.498][Info ] XR_REFERENCE_SPACE_TYPE_VIEW [XR] [16380] [20:58:47.498][Info ] XR_REFERENCE_SPACE_TYPE_LOCAL [XR] [16380] [20:58:47.498][Info ] XR_REFERENCE_SPACE_TYPE_STAGE [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] Instance Id : 0x1 [XR] [16380] [20:58:47.498][Info ] System Id : 0x1 [XR] [16380] [20:58:47.498][Info ] Session Id : 0x1 [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] Available View Configuration Types: (1) [XR] [16380] [20:58:47.498][Info ] XR_VIEW_CONFIGURATION_TYPE_PRIMARY_STEREO (Selected): FovMutable=True [XR] [16380] [20:58:47.498][Info ] [0]: Recommended: Width=5000, Height=5000, SampleCount=1 [XR] [16380] [20:58:47.498][Info ] [0]: Maximum: Width=16384, Height=16384, SampleCount=4 [XR] [16380] [20:58:47.498][Info ] [1]: Recommended: Width=5000, Height=5000, SampleCount=1 [XR] [16380] [20:58:47.498][Info ] [1]: Maximum: Width=16384, Height=16384, SampleCount=4 [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] Skip Present To Main Screen: No [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] Available Environment Blend Modes: (1) [XR] [16380] [20:58:47.498][Info ] XR_ENVIRONMENT_BLEND_MODE_OPAQUE (Selected) [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] Features requested to be enabled: (5) [XR] [16380] [20:58:47.498][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] [16380] [20:58:47.498][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] [16380] [20:58:47.498][Info ] HTC Vive Controller Profile: Version=0.0.1, Company="Unity" [XR] [16380] [20:58:47.498][Info ] Oculus Touch Controller Profile: Version=0.0.1, Company="Unity" [XR] [16380] [20:58:47.498][Info ] Valve Index Controller Profile: Version=0.0.1, Company="Unity" [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] Requested feature extensions not supported by runtime: (11) [XR] [16380] [20:58:47.498][Info ] XR_KHR_composition_layer_equirect: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [16380] [20:58:47.498][Info ] XR_KHR_composition_layer_equirect2: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [16380] [20:58:47.498][Info ] XR_KHR_composition_layer_cube: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [16380] [20:58:47.498][Info ] XR_KHR_composition_layer_color_scale_bias: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [16380] [20:58:47.498][Info ] XR_KHR_android_surface_swapchain: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [16380] [20:58:47.498][Info ] XR_FB_foveation: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [16380] [20:58:47.498][Info ] XR_FB_foveation_configuration: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [16380] [20:58:47.498][Info ] XR_FB_swapchain_update_state: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [16380] [20:58:47.498][Info ] XR_FB_foveation_vulkan: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [16380] [20:58:47.498][Info ] XR_META_foveation_eye_tracked: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [16380] [20:58:47.498][Info ] XR_META_vulkan_swapchain_create_info: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] System Properties: Name="Oculus Quest2", VendorId=-11714 [XR] [16380] [20:58:47.498][Info ] System Graphics Properties: MaxWidth=16384, MaxHeight=16384, MaxLayers=16 [XR] [16380] [20:58:47.498][Info ] System Tracking Properties: OrientationTracking=True, PositionTracking=True [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] ==== OpenXR API Spec Version ==== [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] XrInstance Created with OpenXR API Version: 1.0.34 [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] ==== OpenXR Input ==== [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] Action Sets (3): [XR] [16380] [20:58:47.498][Info ] htcvivecontroller: ActionCount=12 [XR] [16380] [20:58:47.498][Info ] oculustouchcontroller: ActionCount=17 [XR] [16380] [20:58:47.498][Info ] valveindexcontroller: ActionCount=21 [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] ==== OpenXR Swapchain Details ==== [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] Render Mode: Single Pass Instanced [XR] [16380] [20:58:47.498][Info ] Latency Optimization: Prioritize Rendering [XR] [16380] [20:58:47.498][Info ] Color Submission Mode: RGBA, 8 bits per channel (LDR) [XR] [16380] [20:58:47.498][Info ] Depth Submission Mode: Depth24Bit [XR] [16380] [20:58:47.498][Info ] [XR] [16380] [20:58:47.498][Info ] Swapchain Format Preferences: [XR] [16380] [20:58:47.498][Info ] kRenderTextureFormatGroup8888 [XR] [16380] [20:58:47.498][Info ] Swapchain Formats: [XR] [16380] [20:58:47.498][Info ] [c:DXGI_FORMAT_R8G8B8A8_UNORM_SRGB] [XR] [16380] [20:58:47.498][Info ] DXGI_FORMAT_B8G8R8A8_UNORM_SRGB [XR] [16380] [20:58:47.498][Info ] DXGI_FORMAT_R8G8B8A8_UNORM [XR] [16380] [20:58:47.498][Info ] DXGI_FORMAT_B8G8R8A8_UNORM [XR] [16380] [20:58:47.498][Info ] DXGI_FORMAT_B8G8R8X8_UNORM_SRGB [XR] [16380] [20:58:47.498][Info ] DXGI_FORMAT_B8G8R8X8_UNORM [XR] [16380] [20:58:47.498][Info ] DXGI_FORMAT_R16G16B16A16_FLOAT [XR] [16380] [20:58:47.498][Info ] DXGI_FORMAT_D32_FLOAT [XR] [16380] [20:58:47.498][Info ] [d:DXGI_FORMAT_D32_FLOAT_S8X24_UINT] [XR] [16380] [20:58:47.498][Info ] DXGI_FORMAT_D24_UNORM_S8_UINT [XR] [16380] [20:58:47.498][Info ] DXGI_FORMAT_D16_UNORM [XR] [16380] [20:58:47.498][Info ] Swapchain Views: (2) [XR] [16380] [20:58:47.499][Info ] [0]: Width=5000, Height=5000, SampleCount=1 [XR] [16380] [20:58:47.499][Info ] [XR] [16380] [20:58:47.499][Info ] ==== Last 20 Events ==== [XR] [16380] [20:58:47.499][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_UNKNOWN->XR_SESSION_STATE_IDLE [XR] [16380] [20:58:47.499][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_IDLE->XR_SESSION_STATE_READY [XR] [16380] [20:58:47.499][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_READY->XR_SESSION_STATE_SYNCHRONIZED [XR] [16380] [20:58:47.499][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_SYNCHRONIZED->XR_SESSION_STATE_VISIBLE [XR] [16380] [20:58:47.499][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [16380] [20:58:47.499][Info ] ==== End Unity OpenXR Diagnostic Report ==== XRTextureManager::RequestCreateTexture XRTextureManager::RequestCreateTexture XRTextureManager::SetupRenderTextureFromXRRequest (id: 5 col: 0000000000000000 d: 0000019B972FA3F8 sr: 0000000000000000) RenderTexture::Create (id: 5) IVRDeviceCallback_CreateEyeTextureResources 0000019B972FA3F8 XRTextureManager::SetupRenderTextureFromXRRequest (id: 6 col: 0000019B972F8478 d: 0000000000000000 sr: 0000000000000000) RenderTexture::Create (id: 6) IVRDeviceCallback_CreateEyeTextureResources 0000019B972F8478 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) 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) 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) 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 Jerry the Mouse 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__110: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__110: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__110: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: Jerry the Mouse 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__110: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: JerrytheMouse 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__110: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() Initializing with custom id: 724xh0unIAQhW3nTJbrWcmG7ksl3 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__110: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() 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__110: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() 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) Got metadata: Wins=7 Losses=2 Draws=0 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 = 1441 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() 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) 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) 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__107:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - Loaded: bgmVolume = 0.75 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__107:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - Loaded: cockpitVolume = 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__107: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__107: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__107:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - Loaded: stickSensitivity = 0.47762 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__107:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) - Loaded: hapticPower = 0.1341816 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__107: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__107: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__107: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__107: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__107: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__107: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__107: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__107: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__107: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__107: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__107: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__107:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Unloading 6 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 1.140700 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: 33633. Total: 7.836300 ms (FindLiveObjects: 0.563600 ms CreateObjectMapping: 0.407700 ms MarkObjects: 6.816700 ms DeleteObjects: 0.047900 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) 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) XR trackingOriginUpdated UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayspacePosition:OnTrackingOriginUpdated(XRInputSubsystem) 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) 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) 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(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() 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(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() 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) 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(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Checking name JerrytheMouse 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() Setting up lobby browser page 0. Total lobbies: 1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PrototypeMFDLobbyBrowser:SetupPage() VFM.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.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.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.Lobbies.Internal.d__29`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.Lobbies.Apis.Lobby.d__17: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.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.Lobbies.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.Lobbies.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.Lobbies.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: Joining lobby... UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.TestMainMenu:SetStatusText(String) VFM.d__58:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Status Text: Joining lobby Beckles UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SetStatusText(String) VFM.d__137:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:Start(TStateMachine&) VFM.VFMGameManager:JoinLobby(Lobby, String) VFM.d__58:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Status text: Joining lobby Beckles 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__137:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:Start(TStateMachine&) VFM.VFMGameManager:JoinLobby(Lobby, String) VFM.d__58:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Listening to OnConnectionEvent UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__137: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__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.Lobbies.Internal.d__29`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.Lobbies.Apis.Lobby.d__16: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.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.Lobbies.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.Lobbies.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.Lobbies.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: Waiting for data... UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SetStatusText(String) VFM.d__137: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__143: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() Status text: Waiting for data... 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__137: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__143: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() FadeOut UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut() VFM.d__137: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__143: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() 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__137: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__143: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() Status Text: Connecting to relay... UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SetStatusText(String) VFM.d__137: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__143: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() Status text: Connecting to 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__137: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__143: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() Waiting for relay join allocation... UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__137: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__143: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() Waiting for relay join allocation... UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__137:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Waiting for relay join allocation... UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__137:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Waiting for relay join allocation... UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__137:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Waiting for relay join allocation... UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__137:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Waiting for relay join allocation... UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__137:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Waiting for relay join allocation... UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__137:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Waiting for relay join allocation... UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__137:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Waiting for relay join allocation... UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__137:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Waiting for relay join allocation... UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__137:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Waiting for relay join allocation... UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__137:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Waiting for relay join allocation... UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__137:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Allocation result: 1f672b4c-4276-4bd1-a454-c8c8f1f2d2b9 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__137:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() FadeOutImmediate UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOutImmediate() VFM.d__137:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects(NetworkManager) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization(UInt32) Unity.Netcode.NetworkSceneManager:OnClientBeginSync(UInt32) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) 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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects(NetworkManager) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization(UInt32) Unity.Netcode.NetworkSceneManager:OnClientBeginSync(UInt32) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) 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) OnClientConnectedCallback(1) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects(NetworkManager) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization(UInt32) Unity.Netcode.NetworkSceneManager:OnClientBeginSync(UInt32) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) 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) OnClientConnectedCallback(2) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects(NetworkManager) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization(UInt32) Unity.Netcode.NetworkSceneManager:OnClientBeginSync(UInt32) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) 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) - 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects(NetworkManager) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization(UInt32) Unity.Netcode.NetworkSceneManager:OnClientBeginSync(UInt32) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) 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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects(NetworkManager) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization(UInt32) Unity.Netcode.NetworkSceneManager:OnClientBeginSync(UInt32) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) 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) LobbyAvatar spawned for unknown 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects(NetworkManager) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization(UInt32) Unity.Netcode.NetworkSceneManager:OnClientBeginSync(UInt32) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) 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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects(NetworkManager) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization(UInt32) Unity.Netcode.NetworkSceneManager:OnClientBeginSync(UInt32) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) 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) LobbyAvatar spawned for unknown 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects(NetworkManager) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization(UInt32) Unity.Netcode.NetworkSceneManager:OnClientBeginSync(UInt32) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) 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) Client connected successfully. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:JoinConnectedCallback(UInt64) Unity.Netcode.NetworkConnectionManager:InvokeOnClientConnectedCallback(UInt64) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization(UInt32) Unity.Netcode.NetworkSceneManager:OnClientBeginSync(UInt32) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) 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) Unlistening to OnConnectionEvent UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:JoinConnectedCallback(UInt64) Unity.Netcode.NetworkConnectionManager:InvokeOnClientConnectedCallback(UInt64) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization(UInt32) Unity.Netcode.NetworkSceneManager:OnClientBeginSync(UInt32) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) 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) OnClientConnectedCallback(2) 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:HandleClientSceneEvent(UInt32) Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization(UInt32) Unity.Netcode.NetworkSceneManager:OnClientBeginSync(UInt32) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) 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) - me! 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:HandleClientSceneEvent(UInt32) Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization(UInt32) Unity.Netcode.NetworkSceneManager:OnClientBeginSync(UInt32) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) 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) IsConnectedClient = true UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__137:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Registered player (late) [0] Beckles (clientId=0) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:RegisterPlayerLateJoinClientRpc(PlayerInfoSubmission, SByte, Byte, ClientRpcParams) VFM.VFMMultiplayerGameManager:__rpc_handler_1603245623(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.ClientRpcMessage: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 (late) [1] BOT-Anica (clientId=10007) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:RegisterPlayerLateJoinClientRpc(PlayerInfoSubmission, SByte, Byte, ClientRpcParams) VFM.VFMMultiplayerGameManager:__rpc_handler_1603245623(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.ClientRpcMessage: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 (late) [2] Fox (clientId=1) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:RegisterPlayerLateJoinClientRpc(PlayerInfoSubmission, SByte, Byte, ClientRpcParams) VFM.VFMMultiplayerGameManager:__rpc_handler_1603245623(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.ClientRpcMessage: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 (late) [3] BOT-Robyn (clientId=10005) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:RegisterPlayerLateJoinClientRpc(PlayerInfoSubmission, SByte, Byte, ClientRpcParams) VFM.VFMMultiplayerGameManager:__rpc_handler_1603245623(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.ClientRpcMessage: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 Beckles 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) Setting up lobby avatar seat for Fox 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) 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) Unregistering BOT-Anica 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.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: 3 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.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] JerrytheMouse (clientId=2) playerCount=4 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.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) 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.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 JerrytheMouse 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.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 2 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 JerrytheMouse 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 JerrytheMouse 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 local avatar to seat 1 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) Joining voice channel: rqjgMpDe5jbcwVuYuyKgPV 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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: Fox, channel: rqjgMpDe5jbcwVuYuyKgPV 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:OnChannelPropertyChanged(Object, PropertyChangedEventArgs) Unity.Services.Vivox.ChannelSession:set_ChannelState(ConnectionState) Unity.Services.Vivox.ChannelSession:CheckSessionConnection() 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) Assigning player voice participant: Beckles, channel: rqjgMpDe5jbcwVuYuyKgPV 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:OnChannelPropertyChanged(Object, PropertyChangedEventArgs) Unity.Services.Vivox.ChannelSession:set_ChannelState(ConnectionState) Unity.Services.Vivox.ChannelSession:CheckSessionConnection() 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 Beckles. PlayerId:OcrvInU6nuzDZhbK8dTvBlZFdxyo Channel:rqjgMpDe5jbcwVuYuyKgPV 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 rqjgMpDe5jbcwVuYuyKgPV, participant name OcrvInU6nuzDZhbK8dTvBlZFdxyo 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) Setting up voice tap for Fox. PlayerId:J5NukD9Q9I84oAhb5PuF0LpwKF0h Channel:rqjgMpDe5jbcwVuYuyKgPV 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: 2 with channel name rqjgMpDe5jbcwVuYuyKgPV, participant name J5NukD9Q9I84oAhb5PuF0LpwKF0h 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) 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() VFM.VehicleSelector:Toggle() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() 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() VFM.VehicleSelector:Toggle() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() JerrytheMouse chose vehicle: T-15 Excalibur UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:ClientVehicleRpc(UInt64, SByte) VFM.VFMMultiplayerGameManager:__rpc_handler_97007876(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.NotServerRpcTarget: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:ClientVehicleRpc(UInt64, SByte) VFM.VFMGameManager:set_SelectedVehicle(PlayableVehicle) VFM.VFMVehicleProperty:Prev() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractableUIButton:Vrint_OnStartInteraction(VRHandController) VRInteractable:Click(VRHandController) VRHandController:Update() JerrytheMouse chose vehicle: RANDOM UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:ClientVehicleRpc(UInt64, SByte) VFM.VFMMultiplayerGameManager:__rpc_handler_97007876(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.NotServerRpcTarget: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:ClientVehicleRpc(UInt64, SByte) VFM.VFMGameManager:set_SelectedVehicle(PlayableVehicle) VFM.VFMVehicleProperty:Prev() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractableUIButton:Vrint_OnStartInteraction(VRHandController) VRInteractable:Click(VRHandController) VRHandController:Update() JerrytheMouse chose vehicle: T-15 Excalibur UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:ClientVehicleRpc(UInt64, SByte) VFM.VFMMultiplayerGameManager:__rpc_handler_97007876(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.NotServerRpcTarget: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:ClientVehicleRpc(UInt64, SByte) VFM.VFMGameManager:set_SelectedVehicle(PlayableVehicle) VFM.VFMVehicleProperty:Next() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractableUIButton:Vrint_OnStartInteraction(VRHandController) VRInteractable:Click(VRHandController) VRHandController:Update() JerrytheMouse chose vehicle: T-16 Falchion UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:ClientVehicleRpc(UInt64, SByte) VFM.VFMMultiplayerGameManager:__rpc_handler_97007876(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.NotServerRpcTarget: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:ClientVehicleRpc(UInt64, SByte) VFM.VFMGameManager:set_SelectedVehicle(PlayableVehicle) VFM.VFMVehicleProperty:Next() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractableUIButton:Vrint_OnStartInteraction(VRHandController) VRInteractable:Click(VRHandController) VRHandController:Update() Unregistering BOT-Robyn 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.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: 3 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.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[3] Mobo (clientId=3) playerCount=4 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.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 Mobo 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.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 3 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 Mobo 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 Mobo 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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: Mobo, channel: rqjgMpDe5jbcwVuYuyKgPV 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 Mobo. PlayerId:o2rgEjCRl1sLKRbVVwWsjgLlSi6V Channel:rqjgMpDe5jbcwVuYuyKgPV 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: 3 with channel name rqjgMpDe5jbcwVuYuyKgPV, participant name o2rgEjCRl1sLKRbVVwWsjgLlSi6V 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) Pausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:PauseEvents() VFM.VFMMultiplayerGameManager:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) FadeOut UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut() VFM.VFMMultiplayerGameManager:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) 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:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) Creating new match with 5 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.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) 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.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) Unassigning player voice participant: Beckles 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) 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: 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.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.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.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.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.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.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.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.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_0.006 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: 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.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.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: 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.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.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.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.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.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.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: 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_0.009 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.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: 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.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: 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.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.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.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.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.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.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.023 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 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() UnloadTime: 4.930400 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) Setting map to [0] 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.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.DeferredMessageManager:ProcessTriggers(TriggerType, UInt64) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.SceneEventData:DeserializeScenePlacedObjects() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() 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) Unity.Netcode.NetworkSpawnManager:InstantiateNetworkPrefab(GameObject, UInt32, Nullable`1, Nullable`1) Unity.Netcode.NetworkSpawnManager:GetNetworkObjectToSpawn(UInt32, UInt64, Nullable`1, Nullable`1, Boolean, Byte[]) Unity.Netcode.NetworkSpawnManager:CreateLocalNetworkObject(SceneObject, Byte[]) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() 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.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.DeferredMessageManager:ProcessTriggers(TriggerType, UInt64) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() - 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.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.DeferredMessageManager:ProcessTriggers(TriggerType, UInt64) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(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) Unloading 76 unused Assets to reduce memory usage. Loaded Objects now: 33939. Total: 8.851300 ms (FindLiveObjects: 0.837100 ms CreateObjectMapping: 0.514700 ms MarkObjects: 7.257400 ms DeleteObjects: 0.241900 ms) 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) Unity.Netcode.NetworkSpawnManager:InstantiateNetworkPrefab(GameObject, UInt32, Nullable`1, Nullable`1) Unity.Netcode.NetworkSpawnManager:GetNetworkObjectToSpawn(UInt32, UInt64, Nullable`1, Nullable`1, Boolean, Byte[]) Unity.Netcode.NetworkSpawnManager:CreateLocalNetworkObject(SceneObject, Byte[]) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 (3) 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 3 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) Disabling fallback camera - enabled ViperPrefab(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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) Leaving voice channel: rqjgMpDe5jbcwVuYuyKgPV 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.d__7:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.Voice:SwitchToTeamRadioVoice() 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) Unassigning player voice participant: Mobo UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:Instance_ParticipantRemovedFromChannel(VivoxParticipant) VFM.d__11:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMVoice:LeaveAllChannels() VFM.d__7:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.Voice:SwitchToTeamRadioVoice() 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) Unassigning player voice participant: Fox UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:Instance_ParticipantRemovedFromChannel(VivoxParticipant) VFM.d__11:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMVoice:LeaveAllChannels() VFM.d__7:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.Voice:SwitchToTeamRadioVoice() 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 JerrytheMouse 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 (2) 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.NotServerRpcTarget: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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: 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.NotServerRpcTarget: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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 = 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_useExternalAudio = 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_autoFov = 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() camEnabled loaded disabled UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) 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) Joining voice channel: rqjgMpDe5jbcwVuYuyKgPV_0 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__15:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMVoice:JoinTeamRadioChannel(Int32) VFM.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) VFM.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.Vivox.d__216: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__119: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__156: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__47: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.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) Player avatar spawned for 2 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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.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: Beckles, channel: rqjgMpDe5jbcwVuYuyKgPV_0 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:OnChannelPropertyChanged(Object, PropertyChangedEventArgs) Unity.Services.Vivox.ChannelSession:set_ChannelState(ConnectionState) Unity.Services.Vivox.ChannelSession:CheckSessionConnection() 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) MatchLogger: [-0.05852509] 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.VFMPrototypeGameManager:BeginMatchTimeRpc(Single) VFM.VFMPrototypeGameManager:__rpc_handler_4027110417(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) 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) Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() JerrytheMouse killed Fox 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:DeathRpc(NetworkObjectReference, Int16) Health:__rpc_handler_3476881002(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) MatchLogger: [70.98539] JerrytheMouse killed Fox 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:DeathRpc(NetworkObjectReference, Int16) Health:__rpc_handler_3476881002(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) 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.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 damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Mobo killed Beckles 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:DeathRpc(NetworkObjectReference, Int16) Health:__rpc_handler_3476881002(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) MatchLogger: [90.36306] Mobo killed Beckles 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:DeathRpc(NetworkObjectReference, Int16) Health:__rpc_handler_3476881002(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) Received round[0] score: A=1 B=1 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.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 damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() JerrytheMouse killed Mobo 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:DeathRpc(NetworkObjectReference, Int16) Health:__rpc_handler_3476881002(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) MatchLogger: [114.6609] JerrytheMouse killed Mobo 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:DeathRpc(NetworkObjectReference, Int16) Health:__rpc_handler_3476881002(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) Received round[0] score: A=2 B=1 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.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 damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() 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.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) MatchLogger: [120.463] 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) Pausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:PauseEvents() VFM.VFMMultiplayerGameManager:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) FadeOut UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut() VFM.VFMMultiplayerGameManager:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) 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:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) Ending replay recording. 4 total tracked entities. Duration: 0:02:05 keyframes: 2454 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=4, 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) Mobo outOfOrderPhysRpc = 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerJetNetSync:OnDestroy() Beckles outOfOrderPhysRpc = 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerJetNetSync:OnDestroy() 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() JerrytheMouse outOfOrderPhysRpc = 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerJetNetSync:OnDestroy() Fox 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: 2.804600 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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() Setting up voice tap for Beckles. PlayerId:OcrvInU6nuzDZhbK8dTvBlZFdxyo Channel:rqjgMpDe5jbcwVuYuyKgPV_0 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() [Vivox]: New tap id for VivoxParticipantTap tap: 5 with channel name rqjgMpDe5jbcwVuYuyKgPV_0, participant name OcrvInU6nuzDZhbK8dTvBlZFdxyo 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() Leaving voice channel: rqjgMpDe5jbcwVuYuyKgPV_0 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.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.Replay.ReplayScene:Start() Unassigning player voice participant: Beckles UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:Instance_ParticipantRemovedFromChannel(VivoxParticipant) VFM.d__11:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMVoice:LeaveAllChannels() 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.Replay.ReplayScene:Start() Beckles 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) VFM.d__11:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMVoice:LeaveAllChannels() 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.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: 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) Unloading 169 unused Assets to reduce memory usage. Loaded Objects now: 28216. Total: 8.046600 ms (FindLiveObjects: 0.647900 ms CreateObjectMapping: 0.422600 ms MarkObjects: 6.814000 ms DeleteObjects: 0.162000 ms) Player avatar spawned for 3 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) Joining voice channel: rqjgMpDe5jbcwVuYuyKgPV 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.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__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.Vivox.d__216: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__119: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__156: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__47: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.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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 2 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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 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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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: Mobo, channel: rqjgMpDe5jbcwVuYuyKgPV 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:OnChannelPropertyChanged(Object, PropertyChangedEventArgs) Unity.Services.Vivox.ChannelSession:set_ChannelState(ConnectionState) Unity.Services.Vivox.ChannelSession:CheckSessionConnection() 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 Mobo. PlayerId:o2rgEjCRl1sLKRbVVwWsjgLlSi6V Channel:rqjgMpDe5jbcwVuYuyKgPV 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: 7 with channel name rqjgMpDe5jbcwVuYuyKgPV, participant name o2rgEjCRl1sLKRbVVwWsjgLlSi6V 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) Assigning player voice participant: Beckles, channel: rqjgMpDe5jbcwVuYuyKgPV 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) [Vivox]: New tap id for VivoxParticipantTap tap: 8 with channel name rqjgMpDe5jbcwVuYuyKgPV, participant name OcrvInU6nuzDZhbK8dTvBlZFdxyo 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.VoiceParticipantTapSetup:MyPlayerInfo_OnVoiceParticipantAssigned(VivoxParticipant) 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) Reassigned Beckles voice tap to channel rqjgMpDe5jbcwVuYuyKgPV 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_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) Assigning player voice participant: Fox, channel: rqjgMpDe5jbcwVuYuyKgPV 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 Fox. PlayerId:J5NukD9Q9I84oAhb5PuF0LpwKF0h Channel:rqjgMpDe5jbcwVuYuyKgPV 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: 9 with channel name rqjgMpDe5jbcwVuYuyKgPV, participant name J5NukD9Q9I84oAhb5PuF0LpwKF0h 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) Pausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:PauseEvents() VFM.VFMMultiplayerGameManager:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) FadeOut UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut() VFM.VFMMultiplayerGameManager:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) 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:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) Set current round to 1 (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.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) 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: 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.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.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.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.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.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.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.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: 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.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.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_0.004 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.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.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.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.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.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: 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.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.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.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.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: 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.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: 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.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: 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.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: 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.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.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.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.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.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.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.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 UnloadTime: 1.056000 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) Setting map to [2] 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.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.DeferredMessageManager:ProcessTriggers(TriggerType, UInt64) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.SceneEventData:DeserializeScenePlacedObjects() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() 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) Unity.Netcode.NetworkSpawnManager:InstantiateNetworkPrefab(GameObject, UInt32, Nullable`1, Nullable`1) Unity.Netcode.NetworkSpawnManager:GetNetworkObjectToSpawn(UInt32, UInt64, Nullable`1, Nullable`1, Boolean, Byte[]) Unity.Netcode.NetworkSpawnManager:CreateLocalNetworkObject(SceneObject, Byte[]) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() 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.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.DeferredMessageManager:ProcessTriggers(TriggerType, UInt64) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() - 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.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.DeferredMessageManager:ProcessTriggers(TriggerType, UInt64) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(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: 313_full_rescue-quest_0152, (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) Unassigning player voice participant: Beckles 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) Unloading 30 unused Assets to reduce memory usage. Loaded Objects now: 33579. Total: 9.310700 ms (FindLiveObjects: 0.772700 ms CreateObjectMapping: 0.512000 ms MarkObjects: 7.885600 ms DeleteObjects: 0.140200 ms) 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) Unity.Netcode.NetworkSpawnManager:InstantiateNetworkPrefab(GameObject, UInt32, Nullable`1, Nullable`1) Unity.Netcode.NetworkSpawnManager:GetNetworkObjectToSpawn(UInt32, UInt64, Nullable`1, Nullable`1, Boolean, Byte[]) Unity.Netcode.NetworkSpawnManager:CreateLocalNetworkObject(SceneObject, Byte[]) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) Disabling fallback camera - enabled ViperPrefab(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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) Leaving voice channel: rqjgMpDe5jbcwVuYuyKgPV 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.d__7:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.Voice:SwitchToTeamRadioVoice() 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) Unassigning player voice participant: Fox UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:Instance_ParticipantRemovedFromChannel(VivoxParticipant) VFM.d__11:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMVoice:LeaveAllChannels() VFM.d__7:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.Voice:SwitchToTeamRadioVoice() 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) Unassigning player voice participant: Mobo UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:Instance_ParticipantRemovedFromChannel(VivoxParticipant) VFM.d__11:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMVoice:LeaveAllChannels() VFM.d__7:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.Voice:SwitchToTeamRadioVoice() 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 JerrytheMouse 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 (2) 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.NotServerRpcTarget: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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: 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.NotServerRpcTarget: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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 = 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_useExternalAudio = 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_autoFov = 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() camEnabled loaded disabled UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) 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) A player spawned (3) 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) Joining voice channel: rqjgMpDe5jbcwVuYuyKgPV_0 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__15:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMVoice:JoinTeamRadioChannel(Int32) VFM.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) VFM.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.Vivox.d__216: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__119: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__156: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__47:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() 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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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.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: Beckles, channel: rqjgMpDe5jbcwVuYuyKgPV_0 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:OnChannelPropertyChanged(Object, PropertyChangedEventArgs) Unity.Services.Vivox.ChannelSession:set_ChannelState(ConnectionState) Unity.Services.Vivox.ChannelSession:CheckSessionConnection() 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) MatchLogger: [-0.05809021] 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.VFMPrototypeGameManager:BeginMatchTimeRpc(Single) VFM.VFMPrototypeGameManager:__rpc_handler_4027110417(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) 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: 311.75, dist: 60.98853 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() 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_desert-dunes_0167, (oldID: 313_full_rescue-quest_0152) 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) Mobo killed Beckles 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:DeathRpc(NetworkObjectReference, Int16) Health:__rpc_handler_3476881002(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) MatchLogger: [148.2402] Mobo killed Beckles 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:DeathRpc(NetworkObjectReference, Int16) Health:__rpc_handler_3476881002(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) Received round[1] score: A=0 B=1 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.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) killed Mobo with None UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Actor:Health_OnKilledByActor(Actor, KillWeapons) Health:DeathRpc(NetworkObjectReference, Int16) Health:__rpc_handler_3476881002(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) MatchLogger: [148.6153] Mobo crashed. 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:DeathRpc(NetworkObjectReference, Int16) Health:__rpc_handler_3476881002(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) Received round[1] score: A=1 B=1 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.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 damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() JerrytheMouse killed Fox 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:DeathRpc(NetworkObjectReference, Int16) Health:__rpc_handler_3476881002(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) MatchLogger: [220.0883] JerrytheMouse killed Fox 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:DeathRpc(NetworkObjectReference, Int16) Health:__rpc_handler_3476881002(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) Received round[1] score: A=2 B=1 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.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 damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() 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.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) MatchLogger: [225.908] 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) Pausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:PauseEvents() VFM.VFMMultiplayerGameManager:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) FadeOut UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut() VFM.VFMMultiplayerGameManager:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) 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:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) Ending replay recording. 4 total tracked entities. Duration: 0:03:50 keyframes: 4072 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=4, 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) 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() JerrytheMouse outOfOrderPhysRpc = 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerJetNetSync:OnDestroy() Mobo outOfOrderPhysRpc = 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerJetNetSync:OnDestroy() Beckles outOfOrderPhysRpc = 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerJetNetSync:OnDestroy() Fox outOfOrderPhysRpc = 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerJetNetSync:OnDestroy() Unloading 6 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 1.797700 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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() Setting up voice tap for Beckles. PlayerId:OcrvInU6nuzDZhbK8dTvBlZFdxyo Channel:rqjgMpDe5jbcwVuYuyKgPV_0 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() [Vivox]: New tap id for VivoxParticipantTap tap: 11 with channel name rqjgMpDe5jbcwVuYuyKgPV_0, participant name OcrvInU6nuzDZhbK8dTvBlZFdxyo 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() Leaving voice channel: rqjgMpDe5jbcwVuYuyKgPV_0 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.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.Replay.ReplayScene:Start() Unassigning player voice participant: Beckles UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:Instance_ParticipantRemovedFromChannel(VivoxParticipant) VFM.d__11:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMVoice:LeaveAllChannels() 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.Replay.ReplayScene:Start() Beckles 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) VFM.d__11:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMVoice:LeaveAllChannels() 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.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_desert-dunes_0167) 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) Unloading 173 unused Assets to reduce memory usage. Loaded Objects now: 28216. Total: 8.311400 ms (FindLiveObjects: 0.796400 ms CreateObjectMapping: 0.472600 ms MarkObjects: 6.797500 ms DeleteObjects: 0.244500 ms) Joining voice channel: rqjgMpDe5jbcwVuYuyKgPV 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.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__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.Vivox.d__216: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__119: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__156: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__47: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.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) Player avatar spawned for 3 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 2 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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 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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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: Beckles, channel: rqjgMpDe5jbcwVuYuyKgPV 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:OnChannelPropertyChanged(Object, PropertyChangedEventArgs) Unity.Services.Vivox.ChannelSession:set_ChannelState(ConnectionState) Unity.Services.Vivox.ChannelSession:CheckSessionConnection() 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) [Vivox]: New tap id for VivoxParticipantTap tap: 13 with channel name rqjgMpDe5jbcwVuYuyKgPV, participant name OcrvInU6nuzDZhbK8dTvBlZFdxyo 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.VoiceParticipantTapSetup:MyPlayerInfo_OnVoiceParticipantAssigned(VivoxParticipant) VFM.VFMVoice:Instance_ParticipantAddedToChannel(VivoxParticipant) Unity.Services.Vivox.VivoxServiceInternal:OnChannelPropertyChanged(Object, PropertyChangedEventArgs) Unity.Services.Vivox.ChannelSession:set_ChannelState(ConnectionState) Unity.Services.Vivox.ChannelSession:CheckSessionConnection() 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) Reassigned Beckles voice tap to channel rqjgMpDe5jbcwVuYuyKgPV 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_ParticipantAddedToChannel(VivoxParticipant) Unity.Services.Vivox.VivoxServiceInternal:OnChannelPropertyChanged(Object, PropertyChangedEventArgs) Unity.Services.Vivox.ChannelSession:set_ChannelState(ConnectionState) Unity.Services.Vivox.ChannelSession:CheckSessionConnection() 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) Assigning player voice participant: Mobo, channel: rqjgMpDe5jbcwVuYuyKgPV 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:OnChannelPropertyChanged(Object, PropertyChangedEventArgs) Unity.Services.Vivox.ChannelSession:set_ChannelState(ConnectionState) Unity.Services.Vivox.ChannelSession:CheckSessionConnection() 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 Mobo. PlayerId:o2rgEjCRl1sLKRbVVwWsjgLlSi6V Channel:rqjgMpDe5jbcwVuYuyKgPV 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: 14 with channel name rqjgMpDe5jbcwVuYuyKgPV, participant name o2rgEjCRl1sLKRbVVwWsjgLlSi6V 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) Assigning player voice participant: Fox, channel: rqjgMpDe5jbcwVuYuyKgPV 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 Fox. PlayerId:J5NukD9Q9I84oAhb5PuF0LpwKF0h Channel:rqjgMpDe5jbcwVuYuyKgPV 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: 15 with channel name rqjgMpDe5jbcwVuYuyKgPV, participant name J5NukD9Q9I84oAhb5PuF0LpwKF0h 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) Pausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:PauseEvents() VFM.VFMMultiplayerGameManager:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) FadeOut UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut() VFM.VFMMultiplayerGameManager:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) 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:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) Set current round to 2 (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.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) 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.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: 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: 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.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.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.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.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.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.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: 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.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: 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: 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.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: 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: 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: 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.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.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.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.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.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.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: 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.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: 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: 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.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: 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.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.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.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.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: 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.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.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.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.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.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.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.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.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.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.023 Unassigning player voice participant: Beckles 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) UnloadTime: 1.011700 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) Setting map to [2] 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.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.DeferredMessageManager:ProcessTriggers(TriggerType, UInt64) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.SceneEventData:DeserializeScenePlacedObjects() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() 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) Unity.Netcode.NetworkSpawnManager:InstantiateNetworkPrefab(GameObject, UInt32, Nullable`1, Nullable`1) Unity.Netcode.NetworkSpawnManager:GetNetworkObjectToSpawn(UInt32, UInt64, Nullable`1, Nullable`1, Boolean, Byte[]) Unity.Netcode.NetworkSpawnManager:CreateLocalNetworkObject(SceneObject, Byte[]) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() 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.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.DeferredMessageManager:ProcessTriggers(TriggerType, UInt64) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() - 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.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.DeferredMessageManager:ProcessTriggers(TriggerType, UInt64) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(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) Unloading 30 unused Assets to reduce memory usage. Loaded Objects now: 33579. Total: 8.481300 ms (FindLiveObjects: 0.740200 ms CreateObjectMapping: 0.471100 ms MarkObjects: 7.122100 ms DeleteObjects: 0.147800 ms) 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) Unity.Netcode.NetworkSpawnManager:InstantiateNetworkPrefab(GameObject, UInt32, Nullable`1, Nullable`1) Unity.Netcode.NetworkSpawnManager:GetNetworkObjectToSpawn(UInt32, UInt64, Nullable`1, Nullable`1, Boolean, Byte[]) Unity.Netcode.NetworkSpawnManager:CreateLocalNetworkObject(SceneObject, Byte[]) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) Disabling fallback camera - enabled ViperPrefab(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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) Leaving voice channel: rqjgMpDe5jbcwVuYuyKgPV 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.d__7:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.Voice:SwitchToTeamRadioVoice() 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) Unassigning player voice participant: Fox UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:Instance_ParticipantRemovedFromChannel(VivoxParticipant) VFM.d__11:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMVoice:LeaveAllChannels() VFM.d__7:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.Voice:SwitchToTeamRadioVoice() 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) Unassigning player voice participant: Mobo UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:Instance_ParticipantRemovedFromChannel(VivoxParticipant) VFM.d__11:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMVoice:LeaveAllChannels() VFM.d__7:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.Voice:SwitchToTeamRadioVoice() 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 JerrytheMouse 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 (2) 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.NotServerRpcTarget: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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: 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.NotServerRpcTarget: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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 = 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_useExternalAudio = 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_autoFov = 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() camEnabled loaded disabled UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) A player spawned (3) 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) 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) Joining voice channel: rqjgMpDe5jbcwVuYuyKgPV_0 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__15:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMVoice:JoinTeamRadioChannel(Int32) VFM.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) VFM.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.Vivox.d__216: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__119: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__156: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__47:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() 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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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.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: Beckles, channel: rqjgMpDe5jbcwVuYuyKgPV_0 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:OnChannelPropertyChanged(Object, PropertyChangedEventArgs) Unity.Services.Vivox.ChannelSession:set_ChannelState(ConnectionState) Unity.Services.Vivox.ChannelSession:CheckSessionConnection() 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) MatchLogger: [-0.06140137] 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.VFMPrototypeGameManager:BeginMatchTimeRpc(Single) VFM.VFMPrototypeGameManager:__rpc_handler_4027110417(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) 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: 311.75, dist: 54.36206 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() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() JerrytheMouse killed Fox 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:DeathRpc(NetworkObjectReference, Int16) Health:__rpc_handler_3476881002(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) MatchLogger: [76.2254] JerrytheMouse killed Fox 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:DeathRpc(NetworkObjectReference, Int16) Health:__rpc_handler_3476881002(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) Received round[2] 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.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 damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() killed Mobo with None UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Actor:Health_OnKilledByActor(Actor, KillWeapons) Health:DeathRpc(NetworkObjectReference, Int16) Health:__rpc_handler_3476881002(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) MatchLogger: [115.106] Mobo crashed. 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:DeathRpc(NetworkObjectReference, Int16) Health:__rpc_handler_3476881002(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) Received round[2] score: A=2 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.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) 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.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 round[2] score: A=2 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.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 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.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) MatchLogger: [120.9168] 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. 4 total tracked entities. Duration: 0:02:05 keyframes: 2919 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=6, 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) Pausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:PauseEvents() VFM.VFMMultiplayerGameManager:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) FadeOut UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut() VFM.VFMMultiplayerGameManager:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) 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:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) 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() JerrytheMouse outOfOrderPhysRpc = 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerJetNetSync:OnDestroy() Mobo outOfOrderPhysRpc = 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerJetNetSync:OnDestroy() Beckles outOfOrderPhysRpc = 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerJetNetSync:OnDestroy() Fox outOfOrderPhysRpc = 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerJetNetSync:OnDestroy() Unloading 6 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 1.869500 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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() Setting up voice tap for Beckles. PlayerId:OcrvInU6nuzDZhbK8dTvBlZFdxyo Channel:rqjgMpDe5jbcwVuYuyKgPV_0 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() [Vivox]: New tap id for VivoxParticipantTap tap: 17 with channel name rqjgMpDe5jbcwVuYuyKgPV_0, participant name OcrvInU6nuzDZhbK8dTvBlZFdxyo 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() Leaving voice channel: rqjgMpDe5jbcwVuYuyKgPV_0 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.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.Replay.ReplayScene:Start() Unassigning player voice participant: Beckles UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:Instance_ParticipantRemovedFromChannel(VivoxParticipant) VFM.d__11:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMVoice:LeaveAllChannels() 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.Replay.ReplayScene:Start() Beckles 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) VFM.d__11:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMVoice:LeaveAllChannels() 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.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) Unloading 173 unused Assets to reduce memory usage. Loaded Objects now: 28217. Total: 9.160400 ms (FindLiveObjects: 0.839000 ms CreateObjectMapping: 0.483600 ms MarkObjects: 7.592100 ms DeleteObjects: 0.245500 ms) Joining voice channel: rqjgMpDe5jbcwVuYuyKgPV 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.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__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.Vivox.d__216: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__119: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__156: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__47:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Player avatar spawned for 3 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 2 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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 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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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: Beckles, channel: rqjgMpDe5jbcwVuYuyKgPV 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:OnChannelPropertyChanged(Object, PropertyChangedEventArgs) Unity.Services.Vivox.ChannelSession:set_ChannelState(ConnectionState) Unity.Services.Vivox.ChannelSession:CheckSessionConnection() 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) [Vivox]: New tap id for VivoxParticipantTap tap: 19 with channel name rqjgMpDe5jbcwVuYuyKgPV, participant name OcrvInU6nuzDZhbK8dTvBlZFdxyo 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.VoiceParticipantTapSetup:MyPlayerInfo_OnVoiceParticipantAssigned(VivoxParticipant) VFM.VFMVoice:Instance_ParticipantAddedToChannel(VivoxParticipant) Unity.Services.Vivox.VivoxServiceInternal:OnChannelPropertyChanged(Object, PropertyChangedEventArgs) Unity.Services.Vivox.ChannelSession:set_ChannelState(ConnectionState) Unity.Services.Vivox.ChannelSession:CheckSessionConnection() 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) Reassigned Beckles voice tap to channel rqjgMpDe5jbcwVuYuyKgPV 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_ParticipantAddedToChannel(VivoxParticipant) Unity.Services.Vivox.VivoxServiceInternal:OnChannelPropertyChanged(Object, PropertyChangedEventArgs) Unity.Services.Vivox.ChannelSession:set_ChannelState(ConnectionState) Unity.Services.Vivox.ChannelSession:CheckSessionConnection() 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) Assigning player voice participant: Mobo, channel: rqjgMpDe5jbcwVuYuyKgPV 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:OnChannelPropertyChanged(Object, PropertyChangedEventArgs) Unity.Services.Vivox.ChannelSession:set_ChannelState(ConnectionState) Unity.Services.Vivox.ChannelSession:CheckSessionConnection() 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 Mobo. PlayerId:o2rgEjCRl1sLKRbVVwWsjgLlSi6V Channel:rqjgMpDe5jbcwVuYuyKgPV 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: 20 with channel name rqjgMpDe5jbcwVuYuyKgPV, participant name o2rgEjCRl1sLKRbVVwWsjgLlSi6V 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) Assigning player voice participant: Fox, channel: rqjgMpDe5jbcwVuYuyKgPV 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 Fox. PlayerId:J5NukD9Q9I84oAhb5PuF0LpwKF0h Channel:rqjgMpDe5jbcwVuYuyKgPV 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: 21 with channel name rqjgMpDe5jbcwVuYuyKgPV, participant name J5NukD9Q9I84oAhb5PuF0LpwKF0h 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) [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) [Netcode] [Deferred OnSpawn] Messages were received for a trigger of type RpcMessage associated with id (4), 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) Pausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:PauseEvents() VFM.VFMMultiplayerGameManager:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) FadeOut UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut() VFM.VFMMultiplayerGameManager:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) 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:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) Unloading 4 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 1.244700 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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() LobbyAvatar spawned for Beckles 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() Setting up voice tap for Beckles. PlayerId:OcrvInU6nuzDZhbK8dTvBlZFdxyo Channel:rqjgMpDe5jbcwVuYuyKgPV 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() [Vivox]: New tap id for VivoxParticipantTap tap: 22 with channel name rqjgMpDe5jbcwVuYuyKgPV, participant name OcrvInU6nuzDZhbK8dTvBlZFdxyo 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.NetworkSceneManager:ProcessDeferredCreateObjectMessages() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(UInt32, Scene) Unity.Netcode.NetworkSceneManager:OnSceneLoaded(UInt32) Unity.Netcode.SceneEventProgress:b__38_0(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() 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() Setting up lobby avatar seat for Beckles 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.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) 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 101 unused Assets to reduce memory usage. Loaded Objects now: 36200. Total: 8.629200 ms (FindLiveObjects: 0.979900 ms CreateObjectMapping: 0.507100 ms MarkObjects: 6.937800 ms DeleteObjects: 0.204200 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) Player avatar spawned for 3 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 Mobo 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 Mobo 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 Mobo. PlayerId:o2rgEjCRl1sLKRbVVwWsjgLlSi6V Channel:rqjgMpDe5jbcwVuYuyKgPV 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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: 23 with channel name rqjgMpDe5jbcwVuYuyKgPV, participant name o2rgEjCRl1sLKRbVVwWsjgLlSi6V 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 2 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 JerrytheMouse 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 JerrytheMouse 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 local avatar to seat 1 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 Fox 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 Fox 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 Fox. PlayerId:J5NukD9Q9I84oAhb5PuF0LpwKF0h Channel:rqjgMpDe5jbcwVuYuyKgPV 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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: 24 with channel name rqjgMpDe5jbcwVuYuyKgPV, participant name J5NukD9Q9I84oAhb5PuF0LpwKF0h 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) Mobo chose vehicle: T-16 Falchion UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:ClientVehicleRpc(UInt64, SByte) VFM.VFMMultiplayerGameManager:__rpc_handler_97007876(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.d__24:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.MPLobbyMenuUI:LeaveLobbyButton() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Exit MP game. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__163:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:ExitMPGame(Boolean) VFM.d__24:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.MPLobbyMenuUI:LeaveLobbyButton() UnityEngine.Events.InvokableCall:Invoke(Object[]) 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__163:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:ExitMPGame(Boolean) VFM.d__24:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.MPLobbyMenuUI:LeaveLobbyButton() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Leaving voice channel: rqjgMpDe5jbcwVuYuyKgPV 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.d__163:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:ExitMPGame(Boolean) VFM.d__24:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.MPLobbyMenuUI:LeaveLobbyButton() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Unassigning player voice participant: Fox UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:Instance_ParticipantRemovedFromChannel(VivoxParticipant) VFM.d__11:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMVoice:LeaveAllChannels() VFM.d__163:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:ExitMPGame(Boolean) VFM.d__24:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.MPLobbyMenuUI:LeaveLobbyButton() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Fox 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) VFM.d__11:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMVoice:LeaveAllChannels() VFM.d__163:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:ExitMPGame(Boolean) VFM.d__24:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.MPLobbyMenuUI:LeaveLobbyButton() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Unassigning player voice participant: Mobo UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:Instance_ParticipantRemovedFromChannel(VivoxParticipant) VFM.d__11:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMVoice:LeaveAllChannels() VFM.d__163:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:ExitMPGame(Boolean) VFM.d__24:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.MPLobbyMenuUI:LeaveLobbyButton() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Mobo 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) VFM.d__11:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMVoice:LeaveAllChannels() VFM.d__163:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:ExitMPGame(Boolean) VFM.d__24:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.MPLobbyMenuUI:LeaveLobbyButton() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Unassigning player voice participant: Beckles UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMVoice:Instance_ParticipantRemovedFromChannel(VivoxParticipant) VFM.d__11:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMVoice:LeaveAllChannels() VFM.d__163:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:ExitMPGame(Boolean) VFM.d__24:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.MPLobbyMenuUI:LeaveLobbyButton() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Beckles 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) VFM.d__11:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMVoice:LeaveAllChannels() VFM.d__163:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:ExitMPGame(Boolean) VFM.d__24:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.MPLobbyMenuUI:LeaveLobbyButton() UnityEngine.Events.InvokableCall:Invoke(Object[]) 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__163:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:ExitMPGame(Boolean) VFM.d__24:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.MPLobbyMenuUI:LeaveLobbyButton() UnityEngine.Events.InvokableCall:Invoke(Object[]) 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__163:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:ExitMPGame(Boolean) VFM.d__24:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.MPLobbyMenuUI:LeaveLobbyButton() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Status Text: Leaving lobby... UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:SetStatusText(String) VFM.d__151:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.d__163:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Status text: Leaving 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__151:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.d__163:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Fox chose vehicle: T-18 Cutlass UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:ClientVehicleRpc(UInt64, SByte) VFM.VFMMultiplayerGameManager:__rpc_handler_97007876(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) Closing network session. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:CloseNetworkSession() VFM.d__151: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.<g__RemovePlayerTask|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.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__28`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.Lobbies.Apis.Lobby.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.Lobbies.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.Lobbies.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.Lobbies.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.Lobbies.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() Unlistening to OnConnectionEvent UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:CloseNetworkSession() VFM.d__151: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.<g__RemovePlayerTask|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.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__28`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.Lobbies.Apis.Lobby.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.Lobbies.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.Lobbies.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.Lobbies.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.Lobbies.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() Closing network session. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:CloseNetworkSession() VFM.d__163: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__151: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.<g__RemovePlayerTask|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.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__28`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.Lobbies.Apis.Lobby.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.Lobbies.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.Lobbies.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.Lobbies.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.Lobbies.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() Unlistening to OnConnectionEvent UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:CloseNetworkSession() VFM.d__163: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__151: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.<g__RemovePlayerTask|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.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__28`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.Lobbies.Apis.Lobby.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.Lobbies.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.Lobbies.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.Lobbies.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.Lobbies.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() Unpausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:UnpauseEvents() VFM.d__163: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__151: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.<g__RemovePlayerTask|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.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.d__28`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.Lobbies.Apis.Lobby.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.Lobbies.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.Lobbies.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.Lobbies.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.Lobbies.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 name JerrytheMouse 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() 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: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__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:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) 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__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:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) FadeOutImmediate UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOutImmediate() 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:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) FadeIn UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeIn() VFM.d__7:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Unpausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:UnpauseEvents() VFM.d__7:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Saving game settings. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.GameSettings:SaveSettings() VFM.GameSettingsWindow:SaveAndClose() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() [XR] [16380] [21:12:24.439][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE session=1 time=907628776807799 [XR] [16380] [21:12:39.216][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED session=1 time=907643544031700 [XR] [16380] [21:12:39.216][Info ] ==== Start Unity OpenXR Diagnostic Report ==== [XR] [16380] [21:12:39.216][Info ] ==== Report Reason: System Startup Completed ==== [XR] [16380] [21:12:39.216][Info ] ==== OpenXR Init Info ==== [XR] [16380] [21:12:39.216][Info ] [XR] [16380] [21:12:39.216][Info ] Stage 1 Missing Entry Points: (1) [XR] [16380] [21:12:39.216][Info ] xrInitializeLoaderKHR [XR] [16380] [21:12:39.216][Info ] [XR] [16380] [21:12:39.216][Info ] ==== OpenXR Settings ==== [XR] [16380] [21:12:39.216][Info ] [XR] [16380] [21:12:39.216][Info ] Symmetric Projection: False [XR] [16380] [21:12:39.216][Info ] Stereo Rendering Mode: SinglePassInstanced [XR] [16380] [21:12:39.216][Info ] Latency Optimization: PrioritizeRendering [XR] [16380] [21:12:39.216][Info ] Color Submission Modes: kRenderTextureFormatGroup8888 [XR] [16380] [21:12:39.216][Info ] Depth Submission Mode: Depth24Bit [XR] [16380] [21:12:39.216][Info ] Space Warp Motion Vector Texture Format: RGBA16f [XR] [16380] [21:12:39.216][Info ] Optimize Buffer Discards: False [XR] [16380] [21:12:39.216][Info ] Multiview Render Regions Optimization Mode: None [XR] [16380] [21:12:39.216][Info ] Use OpenXR Predicted Time: True [XR] [16380] [21:12:39.216][Info ] Foveated Rendering API: Legacy [XR] [16380] [21:12:39.216][Info ] [XR] [16380] [21:12:39.216][Info ] ==== OpenXR Provider Info ==== [XR] [16380] [21:12:39.216][Info ] [XR] [16380] [21:12:39.216][Info ] Provider Version: 1.16.0 [XR] [16380] [21:12:39.216][Info ] App: VFM #701098276 [XR] [16380] [21:12:39.216][Info ] Engine: 6000.2.13f1 #86037505 [XR] [16380] [21:12:39.216][Info ] [XR] [16380] [21:12:39.216][Info ] ==== OpenXR Runtime Info ==== [XR] [16380] [21:12:39.216][Info ] [XR] [16380] [21:12:39.216][Info ] Available Runtime Extensions: (30) [XR] [16380] [21:12:39.216][Info ] XR_KHR_D3D11_enable: Version=9 [XR] [16380] [21:12:39.216][Info ] XR_KHR_D3D12_enable: Version=9 [XR] [16380] [21:12:39.216][Info ] XR_KHR_vulkan_enable: Version=8 [XR] [16380] [21:12:39.216][Info ] XR_KHR_vulkan_enable2: Version=2 [XR] [16380] [21:12:39.216][Info ] XR_KHR_opengl_enable: Version=10 [XR] [16380] [21:12:39.216][Info ] XR_KHR_composition_layer_depth: Version=6 [XR] [16380] [21:12:39.216][Info ] XR_KHR_win32_convert_performance_counter_time: Version=1 [XR] [16380] [21:12:39.216][Info ] XR_EXT_win32_appcontainer_compatible: Version=1 [XR] [16380] [21:12:39.216][Info ] XR_KHR_visibility_mask: Version=2 [XR] [16380] [21:12:39.216][Info ] XR_FB_display_refresh_rate: Version=1 [XR] [16380] [21:12:39.216][Info ] XR_EXT_palm_pose: Version=2 [XR] [16380] [21:12:39.216][Info ] XR_OCULUS_audio_device_guid: Version=1 [XR] [16380] [21:12:39.216][Info ] XR_KHR_composition_layer_cylinder: Version=4 [XR] [16380] [21:12:39.216][Info ] XR_EXT_hand_tracking: Version=4 [XR] [16380] [21:12:39.216][Info ] XR_EXT_hand_tracking_data_source: Version=1 [XR] [16380] [21:12:39.216][Info ] XR_FB_hand_tracking_aim: Version=2 [XR] [16380] [21:12:39.216][Info ] XR_EXT_eye_gaze_interaction: Version=2 [XR] [16380] [21:12:39.216][Info ] XR_FB_eye_tracking_social: Version=1 [XR] [16380] [21:12:39.216][Info ] XR_FB_face_tracking: Version=1 [XR] [16380] [21:12:39.216][Info ] XR_FB_face_tracking2: Version=1 [XR] [16380] [21:12:39.216][Info ] XR_FB_body_tracking: Version=1 [XR] [16380] [21:12:39.216][Info ] XR_META_body_tracking_full_body: Version=1 [XR] [16380] [21:12:39.216][Info ] XR_META_body_tracking_fidelity: Version=1 [XR] [16380] [21:12:39.216][Info ] XR_META_body_tracking_calibration: Version=1 [XR] [16380] [21:12:39.216][Info ] XR_HTCX_vive_tracker_interaction: Version=3 [XR] [16380] [21:12:39.216][Info ] XR_MND_headless: Version=2 [XR] [16380] [21:12:39.216][Info ] XR_EXT_uuid: Version=1 [XR] [16380] [21:12:39.216][Info ] XR_META_headset_id: Version=2 [XR] [16380] [21:12:39.216][Info ] XR_EXT_debug_utils: Version=5 [XR] [16380] [21:12:39.216][Info ] XR_UNITY_foveation: Version=1 [XR] [16380] [21:12:39.216][Info ] [XR] [16380] [21:12:39.216][Info ] Available Layers: (2) [XR] [16380] [21:12:39.216][Info ] XR_APILAYER_MBUCCHIA_toolkit: SpecVersion=1.0.0, LayerVersion=1, Description="OpenXR toolkit API layer" [XR] [16380] [21:12:39.216][Info ] XR_APILAYER_VIRTUALDESKTOP_oculus_compatibility: SpecVersion=1.0.0, LayerVersion=5, Description="Compatibility layer for OculusXR Plugin" [XR] [16380] [21:12:39.216][Info ] [XR] [16380] [21:12:39.216][Info ] Available Runtime Layer Extensions: LayerName="XR_APILAYER_MBUCCHIA_toolkit": (1) [XR] [16380] [21:12:39.216][Info ] XR_UNITY_foveation: Version=1 [XR] [16380] [21:12:39.216][Info ] [XR] [16380] [21:12:39.216][Info ] Available Runtime Layer Extensions: LayerName="XR_APILAYER_VIRTUALDESKTOP_oculus_compatibility": (1) [XR] [16380] [21:12:39.216][Info ] XR_UNITY_foveation: Version=1 [XR] [16380] [21:12:39.216][Info ] [XR] [16380] [21:12:39.216][Info ] Runtime Name: VirtualDesktopXR [XR] [16380] [21:12:39.216][Info ] Runtime Version: 1.0.8 [XR] [16380] [21:12:39.216][Info ] [XR] [16380] [21:12:39.216][Info ] Form factor: XR_FORM_FACTOR_HEAD_MOUNTED_DISPLAY [XR] [16380] [21:12:39.216][Info ] [XR] [16380] [21:12:39.216][Info ] Runtime extensions enabled: (6) [XR] [16380] [21:12:39.216][Info ] XR_KHR_D3D11_enable: Version=9 [XR] [16380] [21:12:39.216][Info ] XR_KHR_composition_layer_cylinder: Version=4 [XR] [16380] [21:12:39.216][Info ] XR_KHR_composition_layer_depth: Version=6 [XR] [16380] [21:12:39.216][Info ] XR_KHR_visibility_mask: Version=2 [XR] [16380] [21:12:39.216][Info ] XR_UNITY_foveation: Version=1 [XR] [16380] [21:12:39.216][Info ] XR_OCULUS_audio_device_guid: Version=1 [XR] [16380] [21:12:39.216][Info ] [XR] [16380] [21:12:39.216][Info ] Available Reference Spaces: (3) [XR] [16380] [21:12:39.216][Info ] XR_REFERENCE_SPACE_TYPE_VIEW [XR] [16380] [21:12:39.216][Info ] XR_REFERENCE_SPACE_TYPE_LOCAL [XR] [16380] [21:12:39.217][Info ] XR_REFERENCE_SPACE_TYPE_STAGE [XR] [16380] [21:12:39.217][Info ] [XR] [16380] [21:12:39.217][Info ] Instance Id : 0x1 [XR] [16380] [21:12:39.217][Info ] System Id : 0x1 [XR] [16380] [21:12:39.217][Info ] Session Id : 0x1 [XR] [16380] [21:12:39.217][Info ] [XR] [16380] [21:12:39.217][Info ] Available View Configuration Types: (1) [XR] [16380] [21:12:39.217][Info ] XR_VIEW_CONFIGURATION_TYPE_PRIMARY_STEREO (Selected): FovMutable=True [XR] [16380] [21:12:39.217][Info ] [0]: Recommended: Width=5000, Height=5000, SampleCount=1 [XR] [16380] [21:12:39.217][Info ] [0]: Maximum: Width=16384, Height=16384, SampleCount=4 [XR] [16380] [21:12:39.217][Info ] [1]: Recommended: Width=5000, Height=5000, SampleCount=1 [XR] [16380] [21:12:39.217][Info ] [1]: Maximum: Width=16384, Height=16384, SampleCount=4 [XR] [16380] [21:12:39.217][Info ] [XR] [16380] [21:12:39.217][Info ] Skip Present To Main Screen: No [XR] [16380] [21:12:39.217][Info ] [XR] [16380] [21:12:39.217][Info ] Available Environment Blend Modes: (1) [XR] [16380] [21:12:39.217][Info ] XR_ENVIRONMENT_BLEND_MODE_OPAQUE (Selected) [XR] [16380] [21:12:39.217][Info ] [XR] [16380] [21:12:39.217][Info ] Features requested to be enabled: (5) [XR] [16380] [21:12:39.217][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] [16380] [21:12:39.217][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] [16380] [21:12:39.217][Info ] HTC Vive Controller Profile: Version=0.0.1, Company="Unity" [XR] [16380] [21:12:39.217][Info ] Oculus Touch Controller Profile: Version=0.0.1, Company="Unity" [XR] [16380] [21:12:39.217][Info ] Valve Index Controller Profile: Version=0.0.1, Company="Unity" [XR] [16380] [21:12:39.217][Info ] [XR] [16380] [21:12:39.217][Info ] Requested feature extensions not supported by runtime: (11) [XR] [16380] [21:12:39.217][Info ] XR_KHR_composition_layer_equirect: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [16380] [21:12:39.217][Info ] XR_KHR_composition_layer_equirect2: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [16380] [21:12:39.217][Info ] XR_KHR_composition_layer_cube: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [16380] [21:12:39.217][Info ] XR_KHR_composition_layer_color_scale_bias: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [16380] [21:12:39.217][Info ] XR_KHR_android_surface_swapchain: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [16380] [21:12:39.217][Info ] XR_FB_foveation: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [16380] [21:12:39.217][Info ] XR_FB_foveation_configuration: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [16380] [21:12:39.217][Info ] XR_FB_swapchain_update_state: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [16380] [21:12:39.217][Info ] XR_FB_foveation_vulkan: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [16380] [21:12:39.217][Info ] XR_META_foveation_eye_tracked: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [16380] [21:12:39.217][Info ] XR_META_vulkan_swapchain_create_info: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [16380] [21:12:39.217][Info ] [XR] [16380] [21:12:39.217][Info ] System Properties: Name="Oculus Quest2", VendorId=-11714 [XR] [16380] [21:12:39.217][Info ] System Graphics Properties: MaxWidth=16384, MaxHeight=16384, MaxLayers=16 [XR] [16380] [21:12:39.217][Info ] System Tracking Properties: OrientationTracking=True, PositionTracking=True [XR] [16380] [21:12:39.217][Info ] [XR] [16380] [21:12:39.217][Info ] ==== OpenXR API Spec Version ==== [XR] [16380] [21:12:39.217][Info ] [XR] [16380] [21:12:39.217][Info ] XrInstance Created with OpenXR API Version: 1.0.34 [XR] [16380] [21:12:39.217][Info ] [XR] [16380] [21:12:39.217][Info ] ==== OpenXR Input ==== [XR] [16380] [21:12:39.217][Info ] [XR] [16380] [21:12:39.217][Info ] Action Sets (3): [XR] [16380] [21:12:39.217][Info ] htcvivecontroller: ActionCount=12 [XR] [16380] [21:12:39.217][Info ] oculustouchcontroller: ActionCount=17 [XR] [16380] [21:12:39.217][Info ] valveindexcontroller: ActionCount=21 [XR] [16380] [21:12:39.217][Info ] [XR] [16380] [21:12:39.217][Info ] [XR] [16380] [21:12:39.217][Info ] ==== OpenXR Swapchain Details ==== [XR] [16380] [21:12:39.217][Info ] [XR] [16380] [21:12:39.217][Info ] Render Mode: Single Pass Instanced [XR] [16380] [21:12:39.217][Info ] Latency Optimization: Prioritize Rendering [XR] [16380] [21:12:39.217][Info ] Color Submission Mode: RGBA, 8 bits per channel (LDR) [XR] [16380] [21:12:39.217][Info ] Depth Submission Mode: Depth24Bit [XR] [16380] [21:12:39.217][Info ] [XR] [16380] [21:12:39.217][Info ] Swapchain Format Preferences: [XR] [16380] [21:12:39.217][Info ] kRenderTextureFormatGroup8888 [XR] [16380] [21:12:39.217][Info ] Swapchain Formats: [XR] [16380] [21:12:39.217][Info ] [c:DXGI_FORMAT_R8G8B8A8_UNORM_SRGB] [XR] [16380] [21:12:39.217][Info ] DXGI_FORMAT_B8G8R8A8_UNORM_SRGB [XR] [16380] [21:12:39.217][Info ] DXGI_FORMAT_R8G8B8A8_UNORM [XR] [16380] [21:12:39.217][Info ] DXGI_FORMAT_B8G8R8A8_UNORM [XR] [16380] [21:12:39.217][Info ] DXGI_FORMAT_B8G8R8X8_UNORM_SRGB [XR] [16380] [21:12:39.217][Info ] DXGI_FORMAT_B8G8R8X8_UNORM [XR] [16380] [21:12:39.217][Info ] DXGI_FORMAT_R16G16B16A16_FLOAT [XR] [16380] [21:12:39.217][Info ] DXGI_FORMAT_D32_FLOAT [XR] [16380] [21:12:39.217][Info ] [d:DXGI_FORMAT_D32_FLOAT_S8X24_UINT] [XR] [16380] [21:12:39.217][Info ] DXGI_FORMAT_D24_UNORM_S8_UINT [XR] [16380] [21:12:39.217][Info ] DXGI_FORMAT_D16_UNORM [XR] [16380] [21:12:39.217][Info ] Swapchain Views: (2) [XR] [16380] [21:12:39.217][Info ] [0]: Width=5000, Height=5000, SampleCount=1 [XR] [16380] [21:12:39.217][Info ] [XR] [16380] [21:12:39.217][Info ] ==== Last 20 Events ==== [XR] [16380] [21:12:39.217][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_UNKNOWN->XR_SESSION_STATE_IDLE [XR] [16380] [21:12:39.217][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_IDLE->XR_SESSION_STATE_READY [XR] [16380] [21:12:39.217][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_READY->XR_SESSION_STATE_SYNCHRONIZED [XR] [16380] [21:12:39.217][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_SYNCHRONIZED->XR_SESSION_STATE_VISIBLE [XR] [16380] [21:12:39.217][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [16380] [21:12:39.217][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE [XR] [16380] [21:12:39.217][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [16380] [21:12:39.217][Info ] ==== End Unity OpenXR Diagnostic Report ==== Status text: Finding ranked match. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.TestMainMenu:SetStatusText(String) VFM.d__179:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:Start(TStateMachine&) VFM.d__176:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:Start(TStateMachine&) VFM.VFMGameManager:FindMultiplayServerGame(String, Action`1) VFM.d__63:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) VFM.TestMainMenu:FindServerMatchButton(String) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Assignment status: InProgress UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__179: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.Matchmaker.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.Matchmaker.d__18`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.Matchmaker.Apis.Tickets.d__9: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.Matchmaker.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.Matchmaker.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.Matchmaker.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.Matchmaker.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: Status: InProgress UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.TestMainMenu:SetStatusText(String) VFM.d__179: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.Matchmaker.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.Matchmaker.d__18`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.Matchmaker.Apis.Tickets.d__9: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.Matchmaker.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.Matchmaker.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.Matchmaker.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.Matchmaker.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() Assignment status: Found UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__179: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.Matchmaker.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.Matchmaker.d__18`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.Matchmaker.Apis.Tickets.d__9: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.Matchmaker.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.Matchmaker.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.Matchmaker.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.Matchmaker.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: Status: Found UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.TestMainMenu:SetStatusText(String) VFM.d__179: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.Matchmaker.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.Matchmaker.d__18`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.Matchmaker.Apis.Tickets.d__9: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.Matchmaker.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.Matchmaker.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.Matchmaker.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.Matchmaker.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() - Assignment Type: MultiplayAssignment UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__179: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.Matchmaker.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.Matchmaker.d__18`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.Matchmaker.Apis.Tickets.d__9: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.Matchmaker.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.Matchmaker.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.Matchmaker.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.Matchmaker.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() StartClient result: True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__179: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.Matchmaker.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.Matchmaker.d__18`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.Matchmaker.Apis.Tickets.d__9: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.Matchmaker.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.Matchmaker.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.Matchmaker.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.Matchmaker.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: StartClient result: True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.TestMainMenu:SetStatusText(String) VFM.d__179: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.Matchmaker.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.Matchmaker.d__18`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.Matchmaker.Apis.Tickets.d__9: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.Matchmaker.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.Matchmaker.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.Matchmaker.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.Matchmaker.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 MPServerLobby. IsServer=False UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.MPServerLobby:OnNetworkSpawn() Unity.Netcode.NetworkBehaviour:VisibleOnNetworkSpawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkSpawn() Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects(NetworkManager) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization(UInt32) Unity.Netcode.NetworkSceneManager:OnClientBeginSync(UInt32) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) 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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects(NetworkManager) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization(UInt32) Unity.Netcode.NetworkSceneManager:OnClientBeginSync(UInt32) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) 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) OnClientConnectedCallback(1) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects(NetworkManager) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization(UInt32) Unity.Netcode.NetworkSceneManager:OnClientBeginSync(UInt32) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) 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) - 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.SceneEventData:SynchronizeSceneNetworkObjects(NetworkManager) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization(UInt32) Unity.Netcode.NetworkSceneManager:OnClientBeginSync(UInt32) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) 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) 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:HandleClientSceneEvent(UInt32) Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization(UInt32) Unity.Netcode.NetworkSceneManager:OnClientBeginSync(UInt32) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) 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) - me! 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:HandleClientSceneEvent(UInt32) Unity.Netcode.NetworkSceneManager:ClientLoadedSynchronization(UInt32) Unity.Netcode.NetworkSceneManager:OnClientBeginSync(UInt32) Unity.Netcode.NetworkSceneManager:HandleClientSceneEvent(UInt32) 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) ListenDSEvents (PlayersMenu) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayersMenuUI:ListenDSEvents() VFM.PlayersMenuUI:SetupForRanked() VFM.d__40:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.d__63: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__176: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__179:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() ListenDSEvents (LobbyMenu) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.MPLobbyMenuUI:ListenDSEvents() VFM.d__40:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.d__63: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__176: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__179:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Registered player[0] jacklyn (clientId=2) 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.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 jacklyn 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.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] JerrytheMouse (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.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) 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.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 JerrytheMouse 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.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 2 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 jacklyn 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 jacklyn 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 JerrytheMouse 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 JerrytheMouse 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 local avatar to seat 1 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) Joining voice channel: c5202b2c-af57-4c57-a15c-3530d5e39ce2 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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: jacklyn, channel: c5202b2c-af57-4c57-a15c-3530d5e39ce2 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 jacklyn. PlayerId:bm4IbHeSLLRvUedqHuwLUZwn3cc4 Channel:c5202b2c-af57-4c57-a15c-3530d5e39ce2 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: 26 with channel name c5202b2c-af57-4c57-a15c-3530d5e39ce2, participant name bm4IbHeSLLRvUedqHuwLUZwn3cc4 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) ToggleReady() => isReady = True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.MPServerLobby:ToggleReady() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Checking if all players are ready. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.MPServerLobby:AllPlayersAreReady(Boolean) VFM.MPServerLobby:CheckAllPlayersReady() VFM.MPServerLobby:SetPlayerReadyClientRpc(UInt64, Boolean, ClientRpcParams) VFM.MPServerLobby:__rpc_handler_13137567(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.ClientRpcMessage: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) - allPlayersReady == True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.MPServerLobby:AllPlayersAreReady(Boolean) VFM.MPServerLobby:CheckAllPlayersReady() VFM.MPServerLobby:SetPlayerReadyClientRpc(UInt64, Boolean, ClientRpcParams) VFM.MPServerLobby:__rpc_handler_13137567(NetworkBehaviour, FastBufferReader, __RpcParams) Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&) Unity.Netcode.ClientRpcMessage: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) Pausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:PauseEvents() VFM.VFMMultiplayerGameManager:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) FadeOut UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut() VFM.VFMMultiplayerGameManager:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) 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:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) Despawned MPServerLobby. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Unity.Netcode.NetworkBehaviour:InternalOnNetworkDespawn() Unity.Netcode.NetworkObject:InvokeBehaviourNetworkDespawn() Unity.Netcode.NetworkSpawnManager:OnDespawnObject(NetworkObject, Boolean, Boolean) Unity.Netcode.NetworkSpawnManager:OnDespawnNonAuthorityObject(NetworkObject, Boolean) Unity.Netcode.DestroyObjectMessage: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) Creating new match with 3 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.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) 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.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) 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.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.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.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.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.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.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.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.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.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: 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: 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.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.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.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.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: 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: 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.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: 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.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.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: 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.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.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.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: 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.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.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.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.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.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.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.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.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.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.023 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 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 (PlayersMenu) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayersMenuUI:UnlistenDSEvents() VFM.PlayersMenuUI:Close() 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() UnloadTime: 5.335800 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) Setting map to [3] 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.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.DeferredMessageManager:ProcessTriggers(TriggerType, UInt64) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.SceneEventData:DeserializeScenePlacedObjects() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(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_desert-dunes_0167, (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) Unloading 76 unused Assets to reduce memory usage. Loaded Objects now: 29953. Total: 8.701200 ms (FindLiveObjects: 0.697400 ms CreateObjectMapping: 0.416300 ms MarkObjects: 7.380800 ms DeleteObjects: 0.206600 ms) 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) Unity.Netcode.NetworkSpawnManager:InstantiateNetworkPrefab(GameObject, UInt32, Nullable`1, Nullable`1) Unity.Netcode.NetworkSpawnManager:GetNetworkObjectToSpawn(UInt32, UInt64, Nullable`1, Nullable`1, Boolean, Byte[]) Unity.Netcode.NetworkSpawnManager:CreateLocalNetworkObject(SceneObject, Byte[]) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) Disabling fallback camera - enabled ViperPrefab(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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 JerrytheMouse 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NotServerRpcTarget: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NotServerRpcTarget: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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 = 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_useExternalAudio = 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_autoFov = 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() camEnabled loaded disabled UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) 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) A player spawned (2) 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: 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.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 2 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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.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) 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) MatchLogger: [-0.05125427] 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.VFMPrototypeGameManager:BeginMatchTimeRpc(Single) VFM.VFMPrototypeGameManager:__rpc_handler_4027110417(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) 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) Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() 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: 131_full_desert-dunes_0167) 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) Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() 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) Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=1 wpn=1 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) Hitbox:Damage(Single, Vector3, Actor, KillWeapons, Single) VFM.Bullet:Update(Boolean) VFM.BulletPool:Update() Sending damage to server: playedIdx=-1 wpn=5 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) VFM.PlayerJetNetSync:FixedUpdate() 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() VFM.PlayerJetNetSync:FinalExplode(Vector3) VFM.PlayerJetNetSync:FixedUpdate() Saving S-Cam settings UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.SpectatorCameraController:OnDisable() VFM.PlayerJetNetSync:FinalExplode(Vector3) VFM.PlayerJetNetSync:FixedUpdate() 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() VFM.PlayerJetNetSync:FinalExplode(Vector3) VFM.PlayerJetNetSync:FixedUpdate() FadeOutImmediate UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOutImmediate() VFM.PlayerJetNetSync:FinalExplode(Vector3) VFM.PlayerJetNetSync:FixedUpdate() Initialized PlayerPositionCalibrationManager UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayspacePosition:Awake() UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) VFM.PlayerJetNetSync:SpawnDeadPrefab() VFM.PlayerJetNetSync:FinalExplode(Vector3) VFM.PlayerJetNetSync:FixedUpdate() Disabling fallback camera - enabled DeadPlayer(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() UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) VFM.PlayerJetNetSync:SpawnDeadPrefab() VFM.PlayerJetNetSync:FinalExplode(Vector3) VFM.PlayerJetNetSync:FixedUpdate() FadeIn UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeIn() VFM.SpectatorController:Start() Unpausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:UnpauseEvents() VFM.SpectatorController:Start() Spawned spectator controller. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) 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) Coroutine couldn't be started because the the game object 'Radar' is inactive! VFM.Radar:ClientScanRpc(Single, SByte) VFM.Radar:__rpc_handler_953018292(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) [ line -890313688] 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: 313_full_rescue-quest_0152, (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) Declaring round result: Draw 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.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) MatchLogger: [602.7701] Match ended: Draw 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) Pausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:PauseEvents() VFM.VFMMultiplayerGameManager:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) FadeOut UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut() VFM.VFMMultiplayerGameManager:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) 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:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) Ending replay recording. 2 total tracked entities. Duration: 0:09:48 keyframes: 5094 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=104, 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) JerrytheMouse outOfOrderPhysRpc = 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerJetNetSync:OnDestroy() jacklyn outOfOrderPhysRpc = 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerJetNetSync:OnDestroy() 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() UnloadTime: 2.646200 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) 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() Start countdown 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: 313_full_rescue-quest_0152) 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) Unloading 173 unused Assets to reduce memory usage. Loaded Objects now: 25987. Total: 10.223900 ms (FindLiveObjects: 0.750000 ms CreateObjectMapping: 0.474000 ms MarkObjects: 8.775300 ms DeleteObjects: 0.224500 ms) Player avatar spawned for 2 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 jacklyn. PlayerId:bm4IbHeSLLRvUedqHuwLUZwn3cc4 Channel:c5202b2c-af57-4c57-a15c-3530d5e39ce2 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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: 28 with channel name c5202b2c-af57-4c57-a15c-3530d5e39ce2, participant name bm4IbHeSLLRvUedqHuwLUZwn3cc4 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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 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(Object[]) UnityEngine.Events.UnityEvent:Invoke() VFM.VRToggleButton:SetValue(Boolean) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() 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:PTTOff() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VFM.VRToggleButton:SetValue(Boolean) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() 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(Object[]) UnityEngine.Events.UnityEvent:Invoke() VFM.VRToggleButton:SetValue(Boolean) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() 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) Pausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:PauseEvents() VFM.VFMMultiplayerGameManager:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) FadeOut UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut() VFM.VFMMultiplayerGameManager:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) 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:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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() Set current round to 1 (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.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) 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.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: 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.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.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.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.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: 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: 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.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.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: 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: 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.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.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.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.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.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: 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.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.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.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.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: 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: 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.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: 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: 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.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.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.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.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.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.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.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: 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.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.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.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.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.023 UnloadTime: 0.932800 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) Setting map to [0] 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.NetworkMessageManager:ReceiveMessage(FastBufferReader, NetworkContext&, NetworkMessageManager) Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32) Unity.Netcode.DeferredMessageManager:ProcessTriggers(TriggerType, UInt64) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocallyCommon(NetworkObject, UInt64, Boolean, Boolean, UInt64, Boolean) Unity.Netcode.NetworkSpawnManager:SpawnNetworkObjectLocally(NetworkObject, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.SceneEventData:DeserializeScenePlacedObjects() Unity.Netcode.NetworkSceneManager:OnClientLoadedScene(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_desert-dunes_0167, (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) Unloading 28 unused Assets to reduce memory usage. Loaded Objects now: 29951. Total: 7.837200 ms (FindLiveObjects: 0.695900 ms CreateObjectMapping: 0.440300 ms MarkObjects: 6.626200 ms DeleteObjects: 0.074600 ms) 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) Unity.Netcode.NetworkSpawnManager:InstantiateNetworkPrefab(GameObject, UInt32, Nullable`1, Nullable`1) Unity.Netcode.NetworkSpawnManager:GetNetworkObjectToSpawn(UInt32, UInt64, Nullable`1, Nullable`1, Boolean, Byte[]) Unity.Netcode.NetworkSpawnManager:CreateLocalNetworkObject(SceneObject, Byte[]) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) Disabling fallback camera - enabled ViperPrefab(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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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 JerrytheMouse 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NotServerRpcTarget: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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.LocalSendRpcTarget:Send(NetworkBehaviour, RpcMessage&, NetworkDelivery, RpcParams) Unity.Netcode.NotServerRpcTarget: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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 = 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_useExternalAudio = 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_autoFov = 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() camEnabled loaded disabled UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) 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) A player spawned (2) 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: 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.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) 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.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) 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) 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(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRJoystick:Update() 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:PTTOff() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRJoystick:Update() MatchLogger: [-0.05761719] 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.VFMPrototypeGameManager:BeginMatchTimeRpc(Single) VFM.VFMPrototypeGameManager:__rpc_handler_4027110417(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) 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) 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(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRJoystick:Update() 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:PTTOff() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRJoystick:Update() 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: 131_full_desert-dunes_0167) 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) 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) Sending damage to server: playedIdx=-1 wpn=5 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Health:Damage(Single, Vector3, Single, Actor, KillWeapons) VFM.PlayerJetNetSync:FixedUpdate() 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() VFM.PlayerJetNetSync:FinalExplode(Vector3) VFM.PlayerJetNetSync:FixedUpdate() Saving S-Cam settings UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.SpectatorCameraController:OnDisable() VFM.PlayerJetNetSync:FinalExplode(Vector3) VFM.PlayerJetNetSync:FixedUpdate() 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() VFM.PlayerJetNetSync:FinalExplode(Vector3) VFM.PlayerJetNetSync:FixedUpdate() FadeOutImmediate UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOutImmediate() VFM.PlayerJetNetSync:FinalExplode(Vector3) VFM.PlayerJetNetSync:FixedUpdate() Initialized PlayerPositionCalibrationManager UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayspacePosition:Awake() UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) VFM.PlayerJetNetSync:SpawnDeadPrefab() VFM.PlayerJetNetSync:FinalExplode(Vector3) VFM.PlayerJetNetSync:FixedUpdate() Disabling fallback camera - enabled DeadPlayer(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() UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) VFM.PlayerJetNetSync:SpawnDeadPrefab() VFM.PlayerJetNetSync:FinalExplode(Vector3) VFM.PlayerJetNetSync:FixedUpdate() FadeIn UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeIn() VFM.SpectatorController:Start() Unpausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:UnpauseEvents() VFM.SpectatorController:Start() Spawned spectator controller. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) 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) Coroutine couldn't be started because the the game object 'Radar' is inactive! VFM.Radar:ClientScanRpc(Single, SByte) VFM.Radar:__rpc_handler_953018292(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) [ line -890313688] Coroutine couldn't be started because the the game object 'Radar' is inactive! VFM.Radar:ClientScanRpc(Single, SByte) VFM.Radar:__rpc_handler_953018292(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) [ line -890313688] Unassigning player voice participant: jacklyn 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) Unregistering jacklyn 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.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.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 jacklyn actor is active UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMPrototypeGameManager:Instance_OnUnregisteredPlayer(VFMPlayerInfo) 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.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) - actor was alive and match is ongoing. Counting disconnect as death. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMPrototypeGameManager:Instance_OnUnregisteredPlayer(VFMPlayerInfo) 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.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) MatchLogger: [346.0978] jacklyn disconnected. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.MatchLogger:LogMessage(String) VFM.VFMPrototypeGameManager:Instance_OnUnregisteredPlayer(VFMPlayerInfo) 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.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 round[1] score: A=0 B=1 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.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) Declaring round result: Draw 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.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 round[1] score: A=0 B=0 result=1 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.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 round[1] score: A=0 B=1 result=1 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.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 round[1] score: A=0 B=0 result=1 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.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 round[1] score: A=0 B=1 result=1 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.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 match result: Bravo (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.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) jacklyn outOfOrderPhysRpc = 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerJetNetSync:OnDestroy() MatchLogger: [348.9071] Match ended: Draw 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) Pausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:PauseEvents() VFM.VFMMultiplayerGameManager:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) FadeOut UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut() VFM.VFMMultiplayerGameManager:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) 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:FadeOutForSceneRpc() VFM.VFMMultiplayerGameManager:__rpc_handler_1378903364(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) Ending replay recording. 2 total tracked entities. Duration: 0:05:46 keyframes: 2995 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=0, 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) JerrytheMouse outOfOrderPhysRpc = 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PlayerJetNetSync:OnDestroy() 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() UnloadTime: 2.932000 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) 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() Final round. no countdown 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) Unloading 170 unused Assets to reduce memory usage. Loaded Objects now: 25988. Total: 10.299500 ms (FindLiveObjects: 0.743300 ms CreateObjectMapping: 0.440000 ms MarkObjects: 8.904600 ms DeleteObjects: 0.211400 ms) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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, SceneObject&, Boolean) Unity.Netcode.NetworkObject:AddSceneObject(SceneObject&, FastBufferReader, NetworkManager, Boolean) Unity.Netcode.XXHash:Hash64(Type) Unity.Netcode.CreateObjectMessage: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) 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(Object[]) 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) OnClientDisconnectedCallback(1) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:NetworkManager_OnClientDisconnectCallback(UInt64) Unity.Netcode.NetworkConnectionManager:InvokeOnClientDisconnectCallback(UInt64) Unity.Netcode.NetworkConnectionManager:HandleNetworkEvent(NetworkEvent, UInt64, ArraySegment`1, Single) Unity.Netcode.Transports.UTP.UnityTransport:ProcessEvent() Unity.Netcode.Transports.UTP.UnityTransport:OnEarlyUpdate() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) - me! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:NetworkManager_OnClientDisconnectCallback(UInt64) Unity.Netcode.NetworkConnectionManager:InvokeOnClientDisconnectCallback(UInt64) Unity.Netcode.NetworkConnectionManager:HandleNetworkEvent(NetworkEvent, UInt64, ArraySegment`1, Single) Unity.Netcode.Transports.UTP.UnityTransport:ProcessEvent() Unity.Netcode.Transports.UTP.UnityTransport:OnEarlyUpdate() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Unregistering JerrytheMouse UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:UnregisterPlayer(UInt64) VFM.VFMMultiplayerGameManager:NetworkManager_OnClientDisconnectCallback(UInt64) Unity.Netcode.NetworkConnectionManager:InvokeOnClientDisconnectCallback(UInt64) Unity.Netcode.NetworkConnectionManager:HandleNetworkEvent(NetworkEvent, UInt64, ArraySegment`1, Single) Unity.Netcode.Transports.UTP.UnityTransport:ProcessEvent() Unity.Netcode.Transports.UTP.UnityTransport:OnEarlyUpdate() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Registered player count: 0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMMultiplayerGameManager:UnregisterPlayer(UInt64) VFM.VFMMultiplayerGameManager:NetworkManager_OnClientDisconnectCallback(UInt64) Unity.Netcode.NetworkConnectionManager:InvokeOnClientDisconnectCallback(UInt64) Unity.Netcode.NetworkConnectionManager:HandleNetworkEvent(NetworkEvent, UInt64, ArraySegment`1, Single) Unity.Netcode.Transports.UTP.UnityTransport:ProcessEvent() Unity.Netcode.Transports.UTP.UnityTransport:OnEarlyUpdate() Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) 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:NetworkUpdate(NetworkUpdateStage) Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage) Leaving voice channel: c5202b2c-af57-4c57-a15c-3530d5e39ce2 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: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() 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:SpawnOffline() VFM.Replay.d__52:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 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:SpawnOffline() VFM.Replay.d__52: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.Replay.d__52: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(Object[]) 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) FadeOut UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.ScreenFader:FadeOut() VFM.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.ExitToMainMenuButton:FinalExit() VFM.ExitToMainMenuButton:Exit() UnityEngine.Events.InvokableCall:Invoke(Object[]) 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__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.ExitToMainMenuButton:FinalExit() VFM.ExitToMainMenuButton:Exit() UnityEngine.Events.InvokableCall:Invoke(Object[]) 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__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) VFM.ExitToMainMenuButton:FinalExit() VFM.ExitToMainMenuButton:Exit() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Unpausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:UnpauseEvents() VFM.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Exit MP game. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.d__163:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:ExitMPGame(Boolean) VFM.d__8: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.d__163:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:ExitMPGame(Boolean) VFM.d__8: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__163:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:ExitMPGame(Boolean) VFM.d__8: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__163:MoveNext() System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(TStateMachine&) VFM.VFMGameManager:ExitMPGame(Boolean) VFM.d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Closing network session. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:CloseNetworkSession() VFM.d__163:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Unlistening to OnConnectionEvent UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.VFMGameManager:CloseNetworkSession() VFM.d__163:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Unpausing Controller Events UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ControllerEventHandler:UnpauseEvents() VFM.d__163:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() UnityEngine.WorkRequest:Invoke() UnityEngine.UnitySynchronizationContext:Exec() Unloading 4 Unused Serialized files (Serialized files now loaded: 0) 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() UnloadTime: 2.124400 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 99 unused Assets to reduce memory usage. Loaded Objects now: 34842. Total: 8.426500 ms (FindLiveObjects: 0.634400 ms CreateObjectMapping: 0.371500 ms MarkObjects: 7.290200 ms DeleteObjects: 0.130100 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(Object[]) 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) Checking name JerrytheMouse 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() 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) Got metadata: Wins=8 Losses=2 Draws=0 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 = 1496 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 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:PTTOff() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VFM.VRToggleButton:SetValue(Boolean) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() Setting up lobby browser page 0. Total lobbies: 2 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PrototypeMFDLobbyBrowser:SetupPage() VFM.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.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.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.Lobbies.Internal.d__29`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.Lobbies.Apis.Lobby.d__17: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.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.Lobbies.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.Lobbies.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.Lobbies.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() Setting up lobby browser page 0. Total lobbies: 2 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PrototypeMFDLobbyBrowser:SetupPage() VFM.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.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.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.Lobbies.Internal.d__29`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.Lobbies.Apis.Lobby.d__17: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.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.Lobbies.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.Lobbies.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.Lobbies.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() Setting up lobby browser page 0. Total lobbies: 2 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.PrototypeMFDLobbyBrowser:SetupPage() VFM.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.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) Unity.Services.Lobbies.Internal.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.Lobbies.Internal.d__29`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.Lobbies.Apis.Lobby.d__17: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.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.Lobbies.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.Lobbies.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.Lobbies.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() 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(Object[]) 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(Object[]) 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(Object[]) UnityEngine.Events.UnityEvent:Invoke() VRInteractable:Click(VRHandController) VRHandController:Update() XRTextureManager::RequestDestroyTexture XRTextureManager::RequestDestroyTexture XRTextureManager::RequestDestroyTexture XRTextureManager::RequestDestroyTexture XRTextureManager::RequestDestroyTexture XRTextureManager::RequestDestroyTexture [XR] [16380] [21:34:43.012][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE session=1 time=908967350446000 [XR] [16380] [21:34:43.012][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_SYNCHRONIZED session=1 time=908967350446300 [XR] [16380] [21:34:43.012][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_SYNCHRONIZED->XR_SESSION_STATE_STOPPING session=1 time=908967350446400 [XR] [16380] [21:34:43.013][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_STOPPING->XR_SESSION_STATE_IDLE session=1 time=908967350544799 [XR] [16380] [21:34:43.013][Info ] OpenXRSession::HandleSessionStateChangedEvent: state XR_SESSION_STATE_IDLE->XR_SESSION_STATE_EXITING session=1 time=908967350544799 [XR] [16380] [21:34:43.013][Info ] ==== Start Unity OpenXR Diagnostic Report ==== [XR] [16380] [21:34:43.013][Info ] ==== Report Reason: System Shutdown ==== [XR] [16380] [21:34:43.013][Info ] ==== OpenXR Init Info ==== [XR] [16380] [21:34:43.013][Info ] [XR] [16380] [21:34:43.013][Info ] Stage 1 Missing Entry Points: (1) [XR] [16380] [21:34:43.013][Info ] xrInitializeLoaderKHR [XR] [16380] [21:34:43.013][Info ] [XR] [16380] [21:34:43.013][Info ] ==== OpenXR Settings ==== [XR] [16380] [21:34:43.013][Info ] [XR] [16380] [21:34:43.013][Info ] Symmetric Projection: False [XR] [16380] [21:34:43.013][Info ] Stereo Rendering Mode: SinglePassInstanced [XR] [16380] [21:34:43.013][Info ] Latency Optimization: PrioritizeRendering [XR] [16380] [21:34:43.013][Info ] Color Submission Modes: kRenderTextureFormatGroup8888 [XR] [16380] [21:34:43.013][Info ] Depth Submission Mode: Depth24Bit [XR] [16380] [21:34:43.013][Info ] Space Warp Motion Vector Texture Format: RGBA16f [XR] [16380] [21:34:43.013][Info ] Optimize Buffer Discards: False [XR] [16380] [21:34:43.013][Info ] Multiview Render Regions Optimization Mode: None [XR] [16380] [21:34:43.013][Info ] Use OpenXR Predicted Time: True [XR] [16380] [21:34:43.013][Info ] Foveated Rendering API: Legacy [XR] [16380] [21:34:43.013][Info ] [XR] [16380] [21:34:43.013][Info ] ==== OpenXR Provider Info ==== [XR] [16380] [21:34:43.013][Info ] [XR] [16380] [21:34:43.013][Info ] Provider Version: 1.16.0 [XR] [16380] [21:34:43.013][Info ] App: VFM #701098276 [XR] [16380] [21:34:43.013][Info ] Engine: 6000.2.13f1 #86037505 [XR] [16380] [21:34:43.013][Info ] [XR] [16380] [21:34:43.013][Info ] ==== OpenXR Runtime Info ==== [XR] [16380] [21:34:43.013][Info ] [XR] [16380] [21:34:43.013][Info ] Available Runtime Extensions: (30) [XR] [16380] [21:34:43.013][Info ] XR_KHR_D3D11_enable: Version=9 [XR] [16380] [21:34:43.013][Info ] XR_KHR_D3D12_enable: Version=9 [XR] [16380] [21:34:43.013][Info ] XR_KHR_vulkan_enable: Version=8 [XR] [16380] [21:34:43.013][Info ] XR_KHR_vulkan_enable2: Version=2 [XR] [16380] [21:34:43.013][Info ] XR_KHR_opengl_enable: Version=10 [XR] [16380] [21:34:43.013][Info ] XR_KHR_composition_layer_depth: Version=6 [XR] [16380] [21:34:43.013][Info ] XR_KHR_win32_convert_performance_counter_time: Version=1 [XR] [16380] [21:34:43.013][Info ] XR_EXT_win32_appcontainer_compatible: Version=1 [XR] [16380] [21:34:43.014][Info ] XR_KHR_visibility_mask: Version=2 [XR] [16380] [21:34:43.014][Info ] XR_FB_display_refresh_rate: Version=1 [XR] [16380] [21:34:43.014][Info ] XR_EXT_palm_pose: Version=2 [XR] [16380] [21:34:43.014][Info ] XR_OCULUS_audio_device_guid: Version=1 [XR] [16380] [21:34:43.014][Info ] XR_KHR_composition_layer_cylinder: Version=4 [XR] [16380] [21:34:43.014][Info ] XR_EXT_hand_tracking: Version=4 [XR] [16380] [21:34:43.014][Info ] XR_EXT_hand_tracking_data_source: Version=1 [XR] [16380] [21:34:43.014][Info ] XR_FB_hand_tracking_aim: Version=2 [XR] [16380] [21:34:43.014][Info ] XR_EXT_eye_gaze_interaction: Version=2 [XR] [16380] [21:34:43.014][Info ] XR_FB_eye_tracking_social: Version=1 [XR] [16380] [21:34:43.014][Info ] XR_FB_face_tracking: Version=1 [XR] [16380] [21:34:43.014][Info ] XR_FB_face_tracking2: Version=1 [XR] [16380] [21:34:43.014][Info ] XR_FB_body_tracking: Version=1 [XR] [16380] [21:34:43.014][Info ] XR_META_body_tracking_full_body: Version=1 [XR] [16380] [21:34:43.014][Info ] XR_META_body_tracking_fidelity: Version=1 [XR] [16380] [21:34:43.014][Info ] XR_META_body_tracking_calibration: Version=1 [XR] [16380] [21:34:43.014][Info ] XR_HTCX_vive_tracker_interaction: Version=3 [XR] [16380] [21:34:43.014][Info ] XR_MND_headless: Version=2 [XR] [16380] [21:34:43.014][Info ] XR_EXT_uuid: Version=1 [XR] [16380] [21:34:43.014][Info ] XR_META_headset_id: Version=2 [XR] [16380] [21:34:43.014][Info ] XR_EXT_debug_utils: Version=5 [XR] [16380] [21:34:43.014][Info ] XR_UNITY_foveation: Version=1 [XR] [16380] [21:34:43.014][Info ] [XR] [16380] [21:34:43.014][Info ] Available Layers: (2) [XR] [16380] [21:34:43.014][Info ] XR_APILAYER_MBUCCHIA_toolkit: SpecVersion=1.0.0, LayerVersion=1, Description="OpenXR toolkit API layer" [XR] [16380] [21:34:43.014][Info ] XR_APILAYER_VIRTUALDESKTOP_oculus_compatibility: SpecVersion=1.0.0, LayerVersion=5, Description="Compatibility layer for OculusXR Plugin" [XR] [16380] [21:34:43.014][Info ] [XR] [16380] [21:34:43.014][Info ] Available Runtime Layer Extensions: LayerName="XR_APILAYER_MBUCCHIA_toolkit": (1) [XR] [16380] [21:34:43.014][Info ] XR_UNITY_foveation: Version=1 [XR] [16380] [21:34:43.014][Info ] [XR] [16380] [21:34:43.014][Info ] Available Runtime Layer Extensions: LayerName="XR_APILAYER_VIRTUALDESKTOP_oculus_compatibility": (1) [XR] [16380] [21:34:43.014][Info ] XR_UNITY_foveation: Version=1 [XR] [16380] [21:34:43.014][Info ] [XR] [16380] [21:34:43.014][Info ] Runtime Name: VirtualDesktopXR [XR] [16380] [21:34:43.014][Info ] Runtime Version: 1.0.8 [XR] [16380] [21:34:43.014][Info ] [XR] [16380] [21:34:43.014][Info ] Form factor: XR_FORM_FACTOR_HEAD_MOUNTED_DISPLAY [XR] [16380] [21:34:43.014][Info ] [XR] [16380] [21:34:43.014][Info ] Runtime extensions enabled: (6) [XR] [16380] [21:34:43.014][Info ] XR_KHR_D3D11_enable: Version=9 [XR] [16380] [21:34:43.014][Info ] XR_KHR_composition_layer_cylinder: Version=4 [XR] [16380] [21:34:43.014][Info ] XR_KHR_composition_layer_depth: Version=6 [XR] [16380] [21:34:43.014][Info ] XR_KHR_visibility_mask: Version=2 [XR] [16380] [21:34:43.014][Info ] XR_UNITY_foveation: Version=1 [XR] [16380] [21:34:43.014][Info ] XR_OCULUS_audio_device_guid: Version=1 [XR] [16380] [21:34:43.014][Info ] [XR] [16380] [21:34:43.014][Info ] Available Reference Spaces: (3) [XR] [16380] [21:34:43.014][Info ] XR_REFERENCE_SPACE_TYPE_VIEW [XR] [16380] [21:34:43.014][Info ] XR_REFERENCE_SPACE_TYPE_LOCAL [XR] [16380] [21:34:43.014][Info ] XR_REFERENCE_SPACE_TYPE_STAGE [XR] [16380] [21:34:43.014][Info ] [XR] [16380] [21:34:43.014][Info ] Instance Id : 0x1 [XR] [16380] [21:34:43.014][Info ] System Id : 0x1 [XR] [16380] [21:34:43.014][Info ] Session Id : 0x1 [XR] [16380] [21:34:43.014][Info ] [XR] [16380] [21:34:43.014][Info ] Available View Configuration Types: (1) [XR] [16380] [21:34:43.014][Info ] XR_VIEW_CONFIGURATION_TYPE_PRIMARY_STEREO (Selected): FovMutable=True [XR] [16380] [21:34:43.014][Info ] [0]: Recommended: Width=5000, Height=5000, SampleCount=1 [XR] [16380] [21:34:43.014][Info ] [0]: Maximum: Width=16384, Height=16384, SampleCount=4 [XR] [16380] [21:34:43.014][Info ] [1]: Recommended: Width=5000, Height=5000, SampleCount=1 [XR] [16380] [21:34:43.014][Info ] [1]: Maximum: Width=16384, Height=16384, SampleCount=4 [XR] [16380] [21:34:43.014][Info ] [XR] [16380] [21:34:43.014][Info ] Skip Present To Main Screen: No [XR] [16380] [21:34:43.014][Info ] [XR] [16380] [21:34:43.014][Info ] Available Environment Blend Modes: (1) [XR] [16380] [21:34:43.014][Info ] XR_ENVIRONMENT_BLEND_MODE_OPAQUE (Selected) [XR] [16380] [21:34:43.014][Info ] [XR] [16380] [21:34:43.014][Info ] Features requested to be enabled: (5) [XR] [16380] [21:34:43.014][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] [16380] [21:34:43.014][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] [16380] [21:34:43.014][Info ] HTC Vive Controller Profile: Version=0.0.1, Company="Unity" [XR] [16380] [21:34:43.014][Info ] Oculus Touch Controller Profile: Version=0.0.1, Company="Unity" [XR] [16380] [21:34:43.014][Info ] Valve Index Controller Profile: Version=0.0.1, Company="Unity" [XR] [16380] [21:34:43.014][Info ] [XR] [16380] [21:34:43.014][Info ] Requested feature extensions not supported by runtime: (11) [XR] [16380] [21:34:43.014][Info ] XR_KHR_composition_layer_equirect: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [16380] [21:34:43.014][Info ] XR_KHR_composition_layer_equirect2: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [16380] [21:34:43.014][Info ] XR_KHR_composition_layer_cube: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [16380] [21:34:43.014][Info ] XR_KHR_composition_layer_color_scale_bias: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [16380] [21:34:43.014][Info ] XR_KHR_android_surface_swapchain: Feature="Composition Layers Support": Version=1.0.0, Company="Unity" [XR] [16380] [21:34:43.014][Info ] XR_FB_foveation: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [16380] [21:34:43.014][Info ] XR_FB_foveation_configuration: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [16380] [21:34:43.014][Info ] XR_FB_swapchain_update_state: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [16380] [21:34:43.014][Info ] XR_FB_foveation_vulkan: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [16380] [21:34:43.014][Info ] XR_META_foveation_eye_tracked: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [16380] [21:34:43.014][Info ] XR_META_vulkan_swapchain_create_info: Feature="Foveated Rendering": Version=1, Company="Unity" [XR] [16380] [21:34:43.014][Info ] [XR] [16380] [21:34:43.014][Info ] System Properties: Name="Oculus Quest2", VendorId=-11714 [XR] [16380] [21:34:43.014][Info ] System Graphics Properties: MaxWidth=16384, MaxHeight=16384, MaxLayers=16 [XR] [16380] [21:34:43.014][Info ] System Tracking Properties: OrientationTracking=True, PositionTracking=True [XR] [16380] [21:34:43.014][Info ] [XR] [16380] [21:34:43.014][Info ] ==== OpenXR API Spec Version ==== [XR] [16380] [21:34:43.014][Info ] [XR] [16380] [21:34:43.014][Info ] XrInstance Created with OpenXR API Version: 1.0.34 [XR] [16380] [21:34:43.014][Info ] [XR] [16380] [21:34:43.014][Info ] ==== OpenXR Input ==== [XR] [16380] [21:34:43.014][Info ] [XR] [16380] [21:34:43.014][Info ] Action Sets (3): [XR] [16380] [21:34:43.014][Info ] htcvivecontroller: ActionCount=12 [XR] [16380] [21:34:43.014][Info ] oculustouchcontroller: ActionCount=17 [XR] [16380] [21:34:43.014][Info ] valveindexcontroller: ActionCount=21 [XR] [16380] [21:34:43.014][Info ] [XR] [16380] [21:34:43.014][Info ] [XR] [16380] [21:34:43.014][Info ] ==== OpenXR Swapchain Details ==== [XR] [16380] [21:34:43.014][Info ] [XR] [16380] [21:34:43.014][Info ] Render Mode: Single Pass Instanced [XR] [16380] [21:34:43.014][Info ] Latency Optimization: Prioritize Rendering [XR] [16380] [21:34:43.014][Info ] Color Submission Mode: RGBA, 8 bits per channel (LDR) [XR] [16380] [21:34:43.014][Info ] Depth Submission Mode: Depth24Bit [XR] [16380] [21:34:43.014][Info ] [XR] [16380] [21:34:43.014][Info ] Swapchain Format Preferences: [XR] [16380] [21:34:43.014][Info ] kRenderTextureFormatGroup8888 [XR] [16380] [21:34:43.014][Info ] Swapchain Formats: [XR] [16380] [21:34:43.014][Info ] [c:DXGI_FORMAT_R8G8B8A8_UNORM_SRGB] [XR] [16380] [21:34:43.014][Info ] DXGI_FORMAT_B8G8R8A8_UNORM_SRGB [XR] [16380] [21:34:43.014][Info ] DXGI_FORMAT_R8G8B8A8_UNORM [XR] [16380] [21:34:43.014][Info ] DXGI_FORMAT_B8G8R8A8_UNORM [XR] [16380] [21:34:43.014][Info ] DXGI_FORMAT_B8G8R8X8_UNORM_SRGB [XR] [16380] [21:34:43.014][Info ] DXGI_FORMAT_B8G8R8X8_UNORM [XR] [16380] [21:34:43.014][Info ] DXGI_FORMAT_R16G16B16A16_FLOAT [XR] [16380] [21:34:43.014][Info ] DXGI_FORMAT_D32_FLOAT [XR] [16380] [21:34:43.014][Info ] [d:DXGI_FORMAT_D32_FLOAT_S8X24_UINT] [XR] [16380] [21:34:43.014][Info ] DXGI_FORMAT_D24_UNORM_S8_UINT [XR] [16380] [21:34:43.014][Info ] DXGI_FORMAT_D16_UNORM [XR] [16380] [21:34:43.014][Info ] Swapchain Views: (2) [XR] [16380] [21:34:43.014][Info ] [0]: Width=5000, Height=5000, SampleCount=1 [XR] [16380] [21:34:43.014][Info ] [XR] [16380] [21:34:43.014][Info ] ==== Last 20 Events ==== [XR] [16380] [21:34:43.014][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_UNKNOWN->XR_SESSION_STATE_IDLE [XR] [16380] [21:34:43.014][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_IDLE->XR_SESSION_STATE_READY [XR] [16380] [21:34:43.014][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_READY->XR_SESSION_STATE_SYNCHRONIZED [XR] [16380] [21:34:43.014][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_SYNCHRONIZED->XR_SESSION_STATE_VISIBLE [XR] [16380] [21:34:43.014][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [16380] [21:34:43.014][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE [XR] [16380] [21:34:43.014][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_FOCUSED [XR] [16380] [21:34:43.014][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_FOCUSED->XR_SESSION_STATE_VISIBLE [XR] [16380] [21:34:43.014][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_VISIBLE->XR_SESSION_STATE_SYNCHRONIZED [XR] [16380] [21:34:43.014][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_SYNCHRONIZED->XR_SESSION_STATE_STOPPING [XR] [16380] [21:34:43.014][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_STOPPING->XR_SESSION_STATE_IDLE [XR] [16380] [21:34:43.014][Info ] XrEventDataSessionStateChanged: XR_SESSION_STATE_IDLE->XR_SESSION_STATE_EXITING [XR] [16380] [21:34:43.014][Info ] ==== End Unity OpenXR Diagnostic Report ==== 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 game settings. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) VFM.GameSettings:SaveSettings() 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) [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.