Mono path[0] = 'C:/Program Files
(x86)/Steam/steamapps/common/CatQuest_Purribean/Cat Quest III_Data/Managed'
Mono config path = 'C:/Program Files
(x86)/Steam/steamapps/common/CatQuest_Purribean/MonoBleedingEdge/etc'
[Physics::Module] Initialized MultithreadedJobDispatcher with 19 workers.
Initialize engine version: 2022.3.14f1 (eff2de9070d8)
[Subsystems] Discovering subsystems at path C:/Program Files
(x86)/Steam/steamapps/common/CatQuest_Purribean/Cat Quest III_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1; jobified=1
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: NVIDIA GeForce RTX 3080 Ti Laptop GPU (ID=0x2420)
Vendor: NVIDIA
VRAM: 3072 MB
Driver: 31.0.15.3699
Begin MonoManager ReloadAssembly
- Loaded All Assemblies, in 4.229 seconds
- Finished resetting the current domain, in 0.005 seconds
<RI> Initializing input.
New input system (experimental) initialized
Using [Link]
<RI> Input initialized.
<RI> Initialized touch support.
UnloadTime: 0.860900 ms
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
[Framework] ===== Awake Main
Creating sequence to track all controlled tweens.
Creating sequence to track all controlled tweens.
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script (Unknown) on this Behaviour is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
start wall depth 10
Load called for path cq3_settings.dat
Load called for path cq3_keybinds.dat
SteamworksPlatform - OnEnable
System player in reset assignment: 9999999
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer([Link]=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer([Link]=0)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player Player 1
Unloading 5 Unused Serialized files (Serialized files now loaded: 261)
UnloadTime: 6.048300 ms
Unloading 576 unused Assets to reduce memory usage. Loaded Objects now: 16968.
Total: 10.589200 ms (FindLiveObjects: 0.697700 ms CreateObjectMapping: 0.408400 ms
MarkObjects: 9.060700 ms DeleteObjects: 0.421800 ms)
Failed to create agent because there is no valid NavMesh
Buffer count: 34
Prewarming Inventory Panel
No overrides found ... will be using default settings.
Updating CameraPresetUICanvases
[Map UI Tool] --- Assigning Map Text Map UI material
[ MapIconHandler ] ------ Destroying All Quest Map Icons
UIControllerPanel OnAllShowPanelComplete
Save Settings called for path cq3_settings.dat
[Framework] ===== Initialize Pool
Load called for path cq3_save0.dat
Load called for path cq3_save1.dat
Load called for path cq3_save2.dat
Load called for path cq3_save3.dat
Load called for path cq3_save4.dat
Load called for path cq3_save5.dat
Load called for path cq3_save0.dat
System player in reset assignment: 9999999
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer([Link]=9999999)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player System
[GA_DEBUG]:ControllerManager::AssignJoystickToPlayer([Link]=0)
[GA_DEBUG]:Assigned XInput Gamepad 1 to Player Player 1
New Controller assigned ... prepare container for 0
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
Load called for path cq3_save0.dat
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading TitleScene
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Loading MainOverworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
[ MapIconHandler ] ------ Creating All Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -34
Tweens capacity has been increased from 400 to 800. Please increase the capacity
manually to prevent memory allocations at runtime by calling
'[Link](int capacity)'.
To know the highest number of simultaneously running tweens, please observe the
'PrimeTweenManager/Max alive tweens' in Inspector.
Tweens capacity has been increased from 800 to 1600. Please increase the capacity
manually to prevent memory allocations at runtime by calling
'[Link](int capacity)'.
To know the highest number of simultaneously running tweens, please observe the
'PrimeTweenManager/Max alive tweens' in Inspector.
Tweens capacity has been increased from 1600 to 3200. Please increase the capacity
manually to prevent memory allocations at runtime by calling
'[Link](int capacity)'.
To know the highest number of simultaneously running tweens, please observe the
'PrimeTweenManager/Max alive tweens' in Inspector.
Tweens capacity has been increased from 3200 to 6400. Please increase the capacity
manually to prevent memory allocations at runtime by calling
'[Link](int capacity)'.
To know the highest number of simultaneously running tweens, please observe the
'PrimeTweenManager/Max alive tweens' in Inspector.
Tweens capacity has been increased from 6400 to 12800. Please increase the capacity
manually to prevent memory allocations at runtime by calling
'[Link](int capacity)'.
To know the highest number of simultaneously running tweens, please observe the
'PrimeTweenManager/Max alive tweens' in Inspector.
grid num -3
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_FortPurricade/Destructible_Tropical_Gate_Wood
en (1)/Tropical_Gate_Wooden"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (Shadow
Hidden)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_FortPurricade/Destructible_Tropical_Gate_Wood
en (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (10)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wreck_Boat"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Manor_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Castle"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Castle (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Lovetower"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Maze/Tropical_8BitDungeon_Wall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Furggy Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_PuzzleStone_Straits/Tropical_MessageStone"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ-SQ/SQ_SiblingRivalry/QuestObject_SQ_Chest_Base_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ-SQ/SQ_SiblingRivalry/QuestObject_SQ_Chest_Base_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LongTailIsland/ChestTrigger_LongIsland_
FortTail/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_P
ostman/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LonelyIsle/ChestTrigger_Lonely_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_SpicySquid_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/InteractableTriggers/NPC/NPC_Lightmouse/Tropical_Lighthouse"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Straits Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_KiddCat_Smithy"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_House_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_MageShop"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long
Island/PUZZLESTONE/LongIsland_HitComboPuzzlePiece_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sandy
Islands/PUZZLESTONE/SandyIsland_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_05"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
1/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_Twilight/ChestTrigger_Twlight_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LongTailIsland/ChestTrigger_LongIsland_
01/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestTrigger_Straits_01/Chest_Base"
DESPAWNING!!!!
grid num -2
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 11277.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 11280.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 11285.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 11286.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 11289.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 11298.
To disable this warning, set '[Link] = false;'.
grid num -3
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num -2
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
grid num -3
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0
Updating animator play animation clip, playable time is 0.00605445215478539
Updating animator play animation clip, playable time is 0.0121089043095708
Updating animator play animation clip, playable time is 0.0242488998919725
Updating animator play animation clip, playable time is 0.0303033520467579
Updating animator play animation clip, playable time is 0.0363578042015433
Updating animator play animation clip, playable time is 0.0424122563563287
Updating animator play animation clip, playable time is 0.0484667085111141
Updating animator play animation clip, playable time is 0.0545211606658995
Updating animator play animation clip, playable time is 0.0606017005629838
Updating animator play animation clip, playable time is 0.0666561527177691
Updating animator play animation clip, playable time is 0.0727180005051196
Updating animator play animation clip, playable time is 0.0787924006581306
Updating animator play animation clip, playable time is 0.084846852812916
Updating animator play animation clip, playable time is 0.0909013049677014
Updating animator play animation clip, playable time is 0.0969557571224868
Updating animator play animation clip, playable time is 0.103010209277272
Updating animator play animation clip, playable time is 0.109096401371062
Updating animator play animation clip, playable time is 0.115158601198345
Updating animator play animation clip, playable time is 0.121219401247799
Updating animator play animation clip, playable time is 0.127273853402585
Updating animator play animation clip, playable time is 0.13332830555737
Updating animator play animation clip, playable time is 0.139400501735508
Updating animator play animation clip, playable time is 0.145454953890294
Updating animator play animation clip, playable time is 0.151509406045079
Updating animator play animation clip, playable time is 0.157563858199865
Updating animator play animation clip, playable time is 0.16361831035465
Updating animator play animation clip, playable time is 0.169703602325171
Updating animator play animation clip, playable time is 0.175758054479957
Updating animator play animation clip, playable time is 0.181823502294719
Updating animator play animation clip, playable time is 0.187877954449505
Updating animator play animation clip, playable time is 0.19393240660429
Updating animator play animation clip, playable time is 0.200006002560258
Updating animator play animation clip, playable time is 0.206060454715043
Updating animator play animation clip, playable time is 0.212114906869829
Updating animator play animation clip, playable time is 0.218186502810568
Updating animator play animation clip, playable time is 0.224240954965353
Updating animator play animation clip, playable time is 0.230295407120138
Updating animator play animation clip, playable time is 0.236349859274924
Updating animator play animation clip, playable time is 0.242404311429709
Updating animator play animation clip, playable time is 0.248458763584495
Updating animator play animation clip, playable time is 0.254550603684038
Updating animator play animation clip, playable time is 0.260605055838823
Updating animator play animation clip, playable time is 0.266659507993609
Updating animator play animation clip, playable time is 0.272713960148394
Updating animator play animation clip, playable time is 0.27876841230318
Updating animator play animation clip, playable time is 0.284833004232496
Updating animator play animation clip, playable time is 0.290907104033977
Updating animator play animation clip, playable time is 0.296974004246294
Updating animator play animation clip, playable time is 0.30302845640108
Updating animator play animation clip, playable time is 0.309089704416692
Updating animator play animation clip, playable time is 0.315155604388565
Updating animator play animation clip, playable time is 0.32121005654335
Updating animator play animation clip, playable time is 0.327264508698136
Updating animator play animation clip, playable time is 0.333334604743868
Updating animator play animation clip, playable time is 0.339389056898654
Updating animator play animation clip, playable time is 0.345443509053439
Updating animator play animation clip, playable time is 0.351497961208224
Updating animator play animation clip, playable time is 0.35755241336301
Updating animator play animation clip, playable time is 0.363640805240721
Updating animator play animation clip, playable time is 0.369695257395506
Updating animator play animation clip, playable time is 0.375749709550291
Updating animator play animation clip, playable time is 0.381804161705077
Updating animator play animation clip, playable time is 0.387858613859862
Updating animator play animation clip, playable time is 0.393913066014647
Updating animator play animation clip, playable time is 0.399986706208438
Updating animator play animation clip, playable time is 0.406041158363223
Updating animator play animation clip, playable time is 0.412095610518008
Updating animator play animation clip, playable time is 0.418186306487769
Updating animator play animation clip, playable time is 0.424240758642554
Updating animator play animation clip, playable time is 0.43029521079734
Updating animator play animation clip, playable time is 0.436349662952125
Updating animator play animation clip, playable time is 0.44240411510691
Updating animator play animation clip, playable time is 0.448468907270581
Updating animator play animation clip, playable time is 0.454523359425366
Updating animator play animation clip, playable time is 0.460577811580151
Updating animator play animation clip, playable time is 0.466667107772082
Updating animator play animation clip, playable time is 0.472731507848948
Updating animator play animation clip, playable time is 0.478785960003734
Updating animator play animation clip, playable time is 0.484840412158519
Updating animator play animation clip, playable time is 0.490909107960761
Updating animator play animation clip, playable time is 0.496963560115546
Updating animator play animation clip, playable time is 0.503030607942492
Updating animator play animation clip, playable time is 0.509093307889998
Updating animator play animation clip, playable time is 0.515147760044783
Updating animator play animation clip, playable time is 0.521202212199569
Updating animator play animation clip, playable time is 0.527256664354354
Updating animator play animation clip, playable time is 0.533333408180624
Updating animator play animation clip, playable time is 0.53938786033541
Updating animator play animation clip, playable time is 0.545442312490195
Updating animator play animation clip, playable time is 0.551511508412659
Updating animator play animation clip, playable time is 0.557565960567445
Updating animator play animation clip, playable time is 0.56362041272223
Updating animator play animation clip, playable time is 0.569674864877015
Updating animator play animation clip, playable time is 0.575729317031801
Updating animator play animation clip, playable time is 0.581783769186586
Updating animator play animation clip, playable time is 0.58785900939256
Updating animator play animation clip, playable time is 0.593913461547345
Updating animator play animation clip, playable time is 0.59996791370213
Updating animator play animation clip, playable time is 0.606046609580517
Updating animator play animation clip, playable time is 0.61212010961026
Updating animator play animation clip, playable time is 0.618181709665805
Updating animator play animation clip, playable time is 0.624245409853756
Updating animator play animation clip, playable time is 0.630299862008542
Updating animator play animation clip, playable time is 0.636354314163327
Updating animator play animation clip, playable time is 0.642408766318113
Updating animator play animation clip, playable time is 0.648463218472898
Updating animator play animation clip, playable time is 0.654547310434282
Updating animator play animation clip, playable time is 0.660601762589067
Updating animator play animation clip, playable time is 0.666656214743853
Updating animator play animation clip, playable time is 0.672723410651088
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Updating animator play animation clip, playable time is 0.684889110736549
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Updating animator play animation clip, playable time is 1.12119786906987
Updating animator play animation clip, playable time is 1.1272633690387
Updating animator play animation clip, playable time is 1.13331782119349
Updating animator play animation clip, playable time is 1.13937227334827
Updating animator play animation clip, playable time is 1.14542672550306
Updating animator play animation clip, playable time is 1.15148117765784
Updating animator play animation clip, playable time is 1.15753562981263
Updating animator play animation clip, playable time is 1.16369656985626
Updating animator play animation clip, playable time is 1.16975102201104
Updating CameraPresetUICanvases
Save called for path cq3_save0.dat
Save called for path cq3_autosave0.dat
No point of interests found for quest MainQuest_Intro!
Updating CameraPresetUICanvases
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
DESPAWNING!!!!
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
DESPAWNING!!!!
DESPAWNING!!!!
Save called for path cq3_autosave0.dat
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
PlayInteractionFeedbackEffect
grid num -2
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
grid num -3
Enemy Grunt_RatBomber_Tutorial_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
charging is false
charging is false
charging is false
charging is false
Enemy Grunt_RatBomber_Tutorial_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Enemy Grunt_RatBomber_Tutorial_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
grid num -2
Updating CameraPresetUICanvases
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Chest Level: 1
awarded keys
Updating CameraPresetUICanvases
Auto saving
Save called for path cq3_autosave0.dat
DESPAWNING!!!!
PlayInteractionFeedbackEffect
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
grid num -3
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Chest Level: 1
Updating CameraPresetUICanvases
awarded keys
Updating CameraPresetUICanvases
Auto saving
Save called for path cq3_autosave0.dat
grid num -2
grid num -3
PlayInteractionFeedbackEffect
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
Recreating render texture for Map UI
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
DESPAWNING!!!!
DESPAWNING!!!!
Chest Level: 1
awarded keys
Auto saving
Save called for path cq3_autosave0.dat
Updating CameraPresetUICanvases
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
grid num -2
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
charging is false
charging is false
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
charging is false
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0
Updating animator play animation clip, playable time is 0.00605445215478539
Updating animator play animation clip, playable time is 0.0121089043095708
Updating animator play animation clip, playable time is 0.0181754324585199
Updating animator play animation clip, playable time is 0.0242298846133053
Updating animator play animation clip, playable time is 0.0302946325391531
Updating animator play animation clip, playable time is 0.0363490846939385
Updating animator play animation clip, playable time is 0.0424147327430546
Updating animator play animation clip, playable time is 0.04846918489784
Updating animator play animation clip, playable time is 0.0545236370526254
Updating animator play animation clip, playable time is 0.0605940329842269
Updating animator play animation clip, playable time is 0.0666484851390123
Updating animator play animation clip, playable time is 0.07271663332358
Updating animator play animation clip, playable time is 0.0787792331539094
Updating animator play animation clip, playable time is 0.0848406329751015
Updating animator play animation clip, playable time is 0.0909032328054309
Updating animator play animation clip, playable time is 0.0969652328640223
Updating animator play animation clip, playable time is 0.103019685018808
Updating animator play animation clip, playable time is 0.109074137173593
Updating animator play animation clip, playable time is 0.115128589328378
Updating animator play animation clip, playable time is 0.121202933136374
Updating animator play animation clip, playable time is 0.127257385291159
Updating animator play animation clip, playable time is 0.133311837445945
Updating animator play animation clip, playable time is 0.13936628960073
Updating animator play animation clip, playable time is 0.145420741755515
Updating animator play animation clip, playable time is 0.151611733715981
Updating animator play animation clip, playable time is 0.157666185870767
Updating animator play animation clip, playable time is 0.163720638025552
Updating animator play animation clip, playable time is 0.169775090180337
Updating animator play animation clip, playable time is 0.175829542335123
Updating animator play animation clip, playable time is 0.181883994489908
Updating animator play animation clip, playable time is 0.187938446644694
Updating animator play animation clip, playable time is 0.193992898799479
Updating animator play animation clip, playable time is 0.200047350954264
Updating animator play animation clip, playable time is 0.20610180310905
Updating animator play animation clip, playable time is 0.212156255263835
Updating animator play animation clip, playable time is 0.218210707418621
Updating animator play animation clip, playable time is 0.224265159573406
Updating animator play animation clip, playable time is 0.230319611728191
Updating animator play animation clip, playable time is 0.236374063882977
Updating animator play animation clip, playable time is 0.242428516037762
Updating animator play animation clip, playable time is 0.248482968192548
Updating animator play animation clip, playable time is 0.254537420347333
Updating animator play animation clip, playable time is 0.260591872502118
Updating animator play animation clip, playable time is 0.266646324656904
Updating animator play animation clip, playable time is 0.272713736630976
Updating animator play animation clip, playable time is 0.278768188785762
Updating animator play animation clip, playable time is 0.284822640940547
Updating animator play animation clip, playable time is 0.290877093095332
Updating animator play animation clip, playable time is 0.296960437204689
Updating animator play animation clip, playable time is 0.303014889359474
Updating animator play animation clip, playable time is 0.309075537137687
Updating animator play animation clip, playable time is 0.315129989292473
Updating animator play animation clip, playable time is 0.321200437378138
Updating animator play animation clip, playable time is 0.327254889532924
Updating animator play animation clip, playable time is 0.333309341687709
Updating animator play animation clip, playable time is 0.339385637547821
Updating animator play animation clip, playable time is 0.345440089702606
Updating animator play animation clip, playable time is 0.351494541857392
Updating animator play animation clip, playable time is 0.357563037890941
Updating animator play animation clip, playable time is 0.363617490045726
Updating animator play animation clip, playable time is 0.369698638096452
Updating animator play animation clip, playable time is 0.375753090251237
Updating animator play animation clip, playable time is 0.381807542406023
Updating animator play animation clip, playable time is 0.387861994560808
Updating animator play animation clip, playable time is 0.393916446715593
Updating animator play animation clip, playable time is 0.399984138552099
Updating animator play animation clip, playable time is 0.406038590706885
Updating animator play animation clip, playable time is 0.41209304286167
Updating animator play animation clip, playable time is 0.418169738724828
Updating animator play animation clip, playable time is 0.424224190879613
Updating animator play animation clip, playable time is 0.430286638904363
Updating animator play animation clip, playable time is 0.436348339077085
Updating animator play animation clip, playable time is 0.442415439058095
Updating animator play animation clip, playable time is 0.448469891212881
Updating animator play animation clip, playable time is 0.454532439354807
Updating animator play animation clip, playable time is 0.460586891509593
Updating animator play animation clip, playable time is 0.466651839669794
Updating animator play animation clip, playable time is 0.472706291824579
Updating animator play animation clip, playable time is 0.478760743979365
Updating animator play animation clip, playable time is 0.484835039824247
Updating animator play animation clip, playable time is 0.490889491979033
Updating animator play animation clip, playable time is 0.496943944133818
Updating animator play animation clip, playable time is 0.502998396288604
Updating animator play animation clip, playable time is 0.509075640235096
Updating animator play animation clip, playable time is 0.515130092389882
Updating animator play animation clip, playable time is 0.521195840556175
Updating animator play animation clip, playable time is 0.52725744061172
Updating animator play animation clip, playable time is 0.533322440460324
Updating animator play animation clip, playable time is 0.53937689261511
Updating animator play animation clip, playable time is 0.545431344769895
Updating animator play animation clip, playable time is 0.55148579692468
Updating animator play animation clip, playable time is 0.557540249079466
Updating animator play animation clip, playable time is 0.563621741253883
Updating animator play animation clip, playable time is 0.569696941412985
Updating animator play animation clip, playable time is 0.575751393567771
Updating animator play animation clip, playable time is 0.581805845722556
Updating animator play animation clip, playable time is 0.587860297877342
Updating animator play animation clip, playable time is 0.593914750032127
Updating animator play animation clip, playable time is 0.599982742220163
Updating animator play animation clip, playable time is 0.606037194374949
Updating animator play animation clip, playable time is 0.612091646529734
Updating animator play animation clip, playable time is 0.618163042701781
Updating animator play animation clip, playable time is 0.624231042806059
Updating animator play animation clip, playable time is 0.630285494960845
Updating animator play animation clip, playable time is 0.636346242856234
Updating animator play animation clip, playable time is 0.64240069501102
Updating animator play animation clip, playable time is 0.648455147165805
Updating animator play animation clip, playable time is 0.654524843208492
Updating animator play animation clip, playable time is 0.660590143408626
Updating animator play animation clip, playable time is 0.666644595563412
Updating animator play animation clip, playable time is 0.672699047718197
Updating animator play animation clip, playable time is 0.678753499872983
Updating animator play animation clip, playable time is 0.684807952027768
Updating animator play animation clip, playable time is 0.690874244086444
Updating animator play animation clip, playable time is 0.69692869624123
Updating animator play animation clip, playable time is 0.702997644431889
Updating animator play animation clip, playable time is 0.709052096586674
Updating animator play animation clip, playable time is 0.715115744620562
Updating animator play animation clip, playable time is 0.721170196775347
Updating animator play animation clip, playable time is 0.727249644696712
Updating animator play animation clip, playable time is 0.733312944881618
Updating animator play animation clip, playable time is 0.739367397036403
Updating animator play animation clip, playable time is 0.745421849191189
Updating animator play animation clip, playable time is 0.751544545404613
Updating animator play animation clip, playable time is 0.757598997559398
Updating animator play animation clip, playable time is 0.763653449714184
Updating animator play animation clip, playable time is 0.769707901868969
Updating animator play animation clip, playable time is 0.775762354023755
Updating animator play animation clip, playable time is 0.78181680617854
Updating animator play animation clip, playable time is 0.787871258333325
Updating animator play animation clip, playable time is 0.793925710488111
Updating animator play animation clip, playable time is 0.799980162642896
Updating animator play animation clip, playable time is 0.806034614797682
Updating animator play animation clip, playable time is 0.812089066952467
Updating animator play animation clip, playable time is 0.818143519107252
Updating animator play animation clip, playable time is 0.824227447155863
Updating animator play animation clip, playable time is 0.830281899310648
Updating animator play animation clip, playable time is 0.836336351465434
Updating animator play animation clip, playable time is 0.842390803620219
Updating animator play animation clip, playable time is 0.848463547416031
Updating animator play animation clip, playable time is 0.854517999570817
Updating animator play animation clip, playable time is 0.860572451725602
Updating animator play animation clip, playable time is 0.866644047666341
Updating animator play animation clip, playable time is 0.872698499821126
Updating animator play animation clip, playable time is 0.878752951975912
Updating animator play animation clip, playable time is 0.88482654793188
Updating animator play animation clip, playable time is 0.890887448098511
Updating animator play animation clip, playable time is 0.896941900253296
Updating animator play animation clip, playable time is 0.902996352408081
Updating animator play animation clip, playable time is 0.909050804562867
Updating animator play animation clip, playable time is 0.915127048734576
Updating animator play animation clip, playable time is 0.921192148700356
Updating animator play animation clip, playable time is 0.927246600855142
Updating animator play animation clip, playable time is 0.933310848660767
Updating animator play animation clip, playable time is 0.939365300815552
Updating animator play animation clip, playable time is 0.945433248765767
Updating animator play animation clip, playable time is 0.951544548850507
Updating animator play animation clip, playable time is 0.957599001005292
Updating animator play animation clip, playable time is 0.963653453160077
Updating animator play animation clip, playable time is 0.969707905314863
Updating animator play animation clip, playable time is 0.975762357469648
Updating animator play animation clip, playable time is 0.981816809624434
Updating animator play animation clip, playable time is 0.987871261779219
Updating animator play animation clip, playable time is 0.993925713934004
Updating animator play animation clip, playable time is 0.99998016608879
Updating animator play animation clip, playable time is 1.00603461824358
Updating animator play animation clip, playable time is 1.01208907039836
Updating animator play animation clip, playable time is 1.01814352255315
Updating animator play animation clip, playable time is 1.02419797470793
Updating animator play animation clip, playable time is 1.03027935093269
Updating animator play animation clip, playable time is 1.03633380308747
Updating animator play animation clip, playable time is 1.04240235127509
Updating animator play animation clip, playable time is 1.04845680342987
Updating animator play animation clip, playable time is 1.05458035133779
Updating animator play animation clip, playable time is 1.06063480349258
Updating animator play animation clip, playable time is 1.06668925564736
Updating animator play animation clip, playable time is 1.07274370780215
Updating animator play animation clip, playable time is 1.07879815995693
Updating animator play animation clip, playable time is 1.08485261211172
Updating animator play animation clip, playable time is 1.0909070642665
Updating animator play animation clip, playable time is 1.09696151642129
Updating animator play animation clip, playable time is 1.10301596857607
Updating animator play animation clip, playable time is 0
Updating animator play animation clip, playable time is 0.00605445215478539
Updating animator play animation clip, playable time is 0.0121089043095708
Updating animator play animation clip, playable time is 0.0181633564643562
Updating animator play animation clip, playable time is 0.0242178086191416
Updating animator play animation clip, playable time is 0.0302945324219763
Updating animator play animation clip, playable time is 0.0363489845767617
Updating animator play animation clip, playable time is 0.0424659326672554
Updating animator play animation clip, playable time is 0.0485203848220408
Updating animator play animation clip, playable time is 0.0545748369768262
Updating animator play animation clip, playable time is 0.0606292891316116
Updating animator play animation clip, playable time is 0.066683741286397
Updating animator play animation clip, playable time is 0.0727381934411824
Updating animator play animation clip, playable time is 0.0787926455959678
Updating animator play animation clip, playable time is 0.0848470977507532
Updating animator play animation clip, playable time is 0.0909718335606158
Updating animator play animation clip, playable time is 0.0970262857154012
Updating animator play animation clip, playable time is 0.103080737870187
Updating animator play animation clip, playable time is 0.109135190024972
Updating animator play animation clip, playable time is 0.115189642179757
Updating animator play animation clip, playable time is 0.121244094334543
Updating animator play animation clip, playable time is 0.127298546489328
Updating animator play animation clip, playable time is 0.133352998644114
Updating animator play animation clip, playable time is 0.139407450798899
Updating animator play animation clip, playable time is 0.145461902953684
Updating animator play animation clip, playable time is 0.15151635510847
Updating animator play animation clip, playable time is 0.157570807263255
Updating animator play animation clip, playable time is 0.163625259418041
Updating animator play animation clip, playable time is 0.169679711572826
Updating animator play animation clip, playable time is 0.175734163727611
Updating animator play animation clip, playable time is 0.181805535685271
Updating animator play animation clip, playable time is 0.187871935777366
Updating animator play animation clip, playable time is 0.193926387932152
Updating animator play animation clip, playable time is 0.199980840086937
Updating animator play animation clip, playable time is 0.206055836286396
Updating animator play animation clip, playable time is 0.212110288441181
Updating animator play animation clip, playable time is 0.218175236601382
Updating animator play animation clip, playable time is 0.224229688756168
Updating animator play animation clip, playable time is 0.230284140910953
Updating animator play animation clip, playable time is 0.236338593065739
Updating animator play animation clip, playable time is 0.242473836988211
Updating animator play animation clip, playable time is 0.248528289142996
Updating animator play animation clip, playable time is 0.254582741297781
Updating animator play animation clip, playable time is 0.260637193452567
Updating animator play animation clip, playable time is 0.266691645607352
Updating animator play animation clip, playable time is 0.272746097762138
Updating animator play animation clip, playable time is 0.278800549916923
Updating animator play animation clip, playable time is 0.284855002071708
Updating animator play animation clip, playable time is 0.290909454226494
Updating animator play animation clip, playable time is 0.296963906381279
Updating animator play animation clip, playable time is 0.303018358536065
Updating animator play animation clip, playable time is 0.309080138336867
Updating animator play animation clip, playable time is 0.315134590491652
Updating animator play animation clip, playable time is 0.321198038291186
Updating animator play animation clip, playable time is 0.327252490445971
Updating animator play animation clip, playable time is 0.333315538242459
Updating animator play animation clip, playable time is 0.339381438214332
Updating animator play animation clip, playable time is 0.345435890369117
Updating animator play animation clip, playable time is 0.351507338229567
Updating animator play animation clip, playable time is 0.357561790384352
Updating animator play animation clip, playable time is 0.363693438470364
Updating animator play animation clip, playable time is 0.369756938423961
Updating animator play animation clip, playable time is 0.375811390578747
Updating animator play animation clip, playable time is 0.381865842733532
Updating animator play animation clip, playable time is 0.387920294888318
Updating animator play animation clip, playable time is 0.393974747043103
Updating animator play animation clip, playable time is 0.400029199197888
Updating animator play animation clip, playable time is 0.406083651352674
Updating animator play animation clip, playable time is 0.412138103507459
Updating animator play animation clip, playable time is 0.418192555662245
Updating animator play animation clip, playable time is 0.42424700781703
Updating animator play animation clip, playable time is 0.430301459971815
Updating animator play animation clip, playable time is 0.436355912126601
Updating animator play animation clip, playable time is 0.442473039962351
Updating animator play animation clip, playable time is 0.448527492117137
Updating animator play animation clip, playable time is 0.454581944271922
Updating animator play animation clip, playable time is 0.460636396426708
Updating animator play animation clip, playable time is 0.466690848581493
Updating animator play animation clip, playable time is 0.472745300736278
Updating animator play animation clip, playable time is 0.478799752891064
Updating animator play animation clip, playable time is 0.484854205045849
Updating animator play animation clip, playable time is 0.490958841051906
Updating animator play animation clip, playable time is 0.497013293206692
Updating animator play animation clip, playable time is 0.503067745361477
Updating animator play animation clip, playable time is 0.509122197516263
Updating animator play animation clip, playable time is 0.515176649671048
Updating animator play animation clip, playable time is 0.521231101825833
Updating animator play animation clip, playable time is 0.527285553980619
Updating animator play animation clip, playable time is 0.533340006135404
Updating animator play animation clip, playable time is 0.53939445829019
Updating animator play animation clip, playable time is 0.545448910444975
Updating animator play animation clip, playable time is 0.55150336259976
Updating animator play animation clip, playable time is 0.557557814754546
Updating animator play animation clip, playable time is 0.563612266909331
Updating animator play animation clip, playable time is 0.569680242799222
Updating animator play animation clip, playable time is 0.575734694954008
Updating animator play animation clip, playable time is 0.581789147108793
Updating animator play animation clip, playable time is 0.587843599263579
Updating animator play animation clip, playable time is 0.593909743241966
Updating animator play animation clip, playable time is 0.599964195396751
Updating animator play animation clip, playable time is 0.606027843430638
Updating animator play animation clip, playable time is 0.612091943621635
Updating animator play animation clip, playable time is 0.618170843459666
Updating animator play animation clip, playable time is 0.624225295614451
Updating animator play animation clip, playable time is 0.630290543660522
Updating animator play animation clip, playable time is 0.63636104343459
Updating animator play animation clip, playable time is 0.64246644359082
Updating animator play animation clip, playable time is 0.648520895745605
Updating animator play animation clip, playable time is 0.654575347900391
Updating animator play animation clip, playable time is 0.660629800055176
Updating animator play animation clip, playable time is 0.666684252209961
Updating animator play animation clip, playable time is 0.672738704364747
Updating animator play animation clip, playable time is 0.678793156519532
Updating animator play animation clip, playable time is 0.684847608674318
Updating animator play animation clip, playable time is 0.690902060829103
Updating animator play animation clip, playable time is 0.696956512983888
Updating animator play animation clip, playable time is 0.703010965138674
Updating animator play animation clip, playable time is 0.709065417293459
Updating animator play animation clip, playable time is 0.715119869448245
Updating animator play animation clip, playable time is 0.721193745266646
Updating animator play animation clip, playable time is 0.727248197421432
Updating animator play animation clip, playable time is 0.733302649576217
Updating animator play animation clip, playable time is 0.739376445766538
Updating animator play animation clip, playable time is 0.745430897921324
Updating animator play animation clip, playable time is 0.751485350076109
Updating animator play animation clip, playable time is 0.757557546254247
Updating animator play animation clip, playable time is 0.763611998409033
Updating animator play animation clip, playable time is 0.769666450563818
Updating animator play animation clip, playable time is 0.77573514636606
Updating animator play animation clip, playable time is 0.781863946467638
Updating animator play animation clip, playable time is 0.787927946541458
Updating animator play animation clip, playable time is 0.793982398696244
Updating animator play animation clip, playable time is 0.800036850851029
Updating animator play animation clip, playable time is 0.806091303005815
Updating animator play animation clip, playable time is 0.8121457551606
Updating animator play animation clip, playable time is 0.818200207315385
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0
Updating animator play animation clip, playable time is 0.00605445215478539
Updating animator play animation clip, playable time is 0.0121089043095708
Updating animator play animation clip, playable time is 0.0181633564643562
Updating animator play animation clip, playable time is 0.0242178086191416
Updating animator play animation clip, playable time is 0.030272260773927
Updating animator play animation clip, playable time is 0.0363267129287124
Updating animator play animation clip, playable time is 0.0423811650834978
Updating animator play animation clip, playable time is 0.0484356172382832
Updating animator play animation clip, playable time is 0.0544900693930686
Updating animator play animation clip, playable time is 0.0605708411894739
Updating animator play animation clip, playable time is 0.0666252933442593
Updating animator play animation clip, playable time is 0.0726797454990447
Updating animator play animation clip, playable time is 0.0787341976538301
Updating animator play animation clip, playable time is 0.0847886498086154
Updating animator play animation clip, playable time is 0.0908431019634008
Updating animator play animation clip, playable time is 0.0969106419943273
Updating animator play animation clip, playable time is 0.102965094149113
Updating animator play animation clip, playable time is 0.109019546303898
Updating animator play animation clip, playable time is 0.11510824225843
Updating animator play animation clip, playable time is 0.121162694413215
Updating animator play animation clip, playable time is 0.127217146568
Updating animator play animation clip, playable time is 0.133271598722786
Updating animator play animation clip, playable time is 0.13935554260388
Updating animator play animation clip, playable time is 0.145409994758666
Updating animator play animation clip, playable time is 0.151464446913451
Updating animator play animation clip, playable time is 0.157518899068236
Updating animator play animation clip, playable time is 0.163582942914218
Updating animator play animation clip, playable time is 0.169724543113261
Updating animator play animation clip, playable time is 0.175786943174899
Updating animator play animation clip, playable time is 0.181841395329684
Updating animator play animation clip, playable time is 0.187895847484469
Updating animator play animation clip, playable time is 0.193950299639255
Updating animator play animation clip, playable time is 0.20000475179404
Updating animator play animation clip, playable time is 0.206059203948826
Updating animator play animation clip, playable time is 0.212113656103611
Updating animator play animation clip, playable time is 0.218194544315338
Updating animator play animation clip, playable time is 0.224248996470124
Updating animator play animation clip, playable time is 0.230303448624909
Updating animator play animation clip, playable time is 0.236357900779694
Updating animator play animation clip, playable time is 0.24241235293448
Updating animator play animation clip, playable time is 0.248466805089265
Updating animator play animation clip, playable time is 0.254521257244051
Updating animator play animation clip, playable time is 0.260575709398836
Updating animator play animation clip, playable time is 0.266630161553621
Updating animator play animation clip, playable time is 0.272684613708407
Updating animator play animation clip, playable time is 0.278750645928085
Updating animator play animation clip, playable time is 0.28480509808287
Updating animator play animation clip, playable time is 0.29087064601481
Updating animator play animation clip, playable time is 0.296925098169595
Updating animator play animation clip, playable time is 0.302993146236986
Updating animator play animation clip, playable time is 0.309047598391771
Updating animator play animation clip, playable time is 0.315102050546557
Updating animator play animation clip, playable time is 0.32117154635489
Updating animator play animation clip, playable time is 0.327225998509675
Updating animator play animation clip, playable time is 0.333280450664461
Updating animator play animation clip, playable time is 0.339334902819246
Updating animator play animation clip, playable time is 0.345396646764129
Updating animator play animation clip, playable time is 0.351451098918915
Updating animator play animation clip, playable time is 0.3575055510737
Updating animator play animation clip, playable time is 0.363600247073919
Updating animator play animation clip, playable time is 0.369654699228704
Updating animator play animation clip, playable time is 0.375709151383489
Updating animator play animation clip, playable time is 0.381763603538275
Updating animator play animation clip, playable time is 0.38781805569306
Updating animator play animation clip, playable time is 0.393902747891843
Updating animator play animation clip, playable time is 0.399957200046629
Updating animator play animation clip, playable time is 0.406011652201414
Updating animator play animation clip, playable time is 0.4120661043562
Updating animator play animation clip, playable time is 0.418142348527908
Updating animator play animation clip, playable time is 0.424196800682694
Updating animator play animation clip, playable time is 0.430251252837479
Updating animator play animation clip, playable time is 0.436323449015617
Updating animator play animation clip, playable time is 0.442377901170403
Updating animator play animation clip, playable time is 0.448455349076539
Updating animator play animation clip, playable time is 0.454509801231325
Updating animator play animation clip, playable time is 0.46056425338611
Updating animator play animation clip, playable time is 0.466618705540895
Updating animator play animation clip, playable time is 0.472673157695681
Updating animator play animation clip, playable time is 0.478727609850466
Updating animator play animation clip, playable time is 0.484782062005252
Updating animator play animation clip, playable time is 0.490866450127214
Updating animator play animation clip, playable time is 0.496928649954498
Updating animator play animation clip, playable time is 0.502983102109283
Updating animator play animation clip, playable time is 0.509037554264069
Updating animator play animation clip, playable time is 0.515092006418854
Updating animator play animation clip, playable time is 0.521146458573639
Updating animator play animation clip, playable time is 0.527230150531977
Updating animator play animation clip, playable time is 0.533284602686763
Updating animator play animation clip, playable time is 0.539339054841548
Updating animator play animation clip, playable time is 0.545393506996334
Updating animator play animation clip, playable time is 0.551447959151119
Updating animator play animation clip, playable time is 0.557502411305904
Updating animator play animation clip, playable time is 0.56355686346069
Updating animator play animation clip, playable time is 0.56965595157817
Updating animator play animation clip, playable time is 0.575710403732955
Updating animator play animation clip, playable time is 0.581772051751614
Updating animator play animation clip, playable time is 0.587826503906399
Updating animator play animation clip, playable time is 0.593893651850522
Updating animator play animation clip, playable time is 0.599954451899976
Updating animator play animation clip, playable time is 0.606015951838344
Updating animator play animation clip, playable time is 0.61207040399313
Updating animator play animation clip, playable time is 0.618124856147915
Updating animator play animation clip, playable time is 0.624244051985443
Updating animator play animation clip, playable time is 0.630298504140228
Updating animator play animation clip, playable time is 0.636352956295013
Updating animator play animation clip, playable time is 0.642407408449799
Updating animator play animation clip, playable time is 0.648461860604584
Updating animator play animation clip, playable time is 0.65451631275937
Updating animator play animation clip, playable time is 0.660570764914155
Updating animator play animation clip, playable time is 0.66662521706894
Updating animator play animation clip, playable time is 0.672679669223726
Updating animator play animation clip, playable time is 0.678734121378511
Updating animator play animation clip, playable time is 0.684788573533297
Updating animator play animation clip, playable time is 0.690857753623277
Updating animator play animation clip, playable time is 0.696921553462744
Updating animator play animation clip, playable time is 0.702983753290027
Updating animator play animation clip, playable time is 0.709038205444813
Updating animator play animation clip, playable time is 0.715092657599598
Updating animator play animation clip, playable time is 0.721147109754384
Updating animator play animation clip, playable time is 0.727227953728288
Updating animator play animation clip, playable time is 0.733282405883074
Updating animator play animation clip, playable time is 0.739336858037859
Updating animator play animation clip, playable time is 0.745391310192645
Updating animator play animation clip, playable time is 0.751467754133046
Updating animator play animation clip, playable time is 0.757522206287831
Updating animator play animation clip, playable time is 0.763576658442616
Updating animator play animation clip, playable time is 0.769642254337668
Updating animator play animation clip, playable time is 0.775696706492454
Updating animator play animation clip, playable time is 0.781751158647239
Updating animator play animation clip, playable time is 0.787814254872501
Updating animator play animation clip, playable time is 0.793868707027286
Updating animator play animation clip, playable time is 0.799923159182072
Updating animator play animation clip, playable time is 0.80601365538314
Updating animator play animation clip, playable time is 0.812068107537925
Updating animator play animation clip, playable time is 0.818134755361825
Updating animator play animation clip, playable time is 0.824189207516611
Updating animator play animation clip, playable time is 0.830252755433321
Updating animator play animation clip, playable time is 0.83631425537169
Updating animator play animation clip, playable time is 0.842368707526475
Updating animator play animation clip, playable time is 0.848434555344284
Updating animator play animation clip, playable time is 0.854489007499069
Updating animator play animation clip, playable time is 0.860543459653854
Updating animator play animation clip, playable time is 0.86659791180864
Updating animator play animation clip, playable time is 0.872677955776453
Updating animator play animation clip, playable time is 0.878732407931238
Updating animator play animation clip, playable time is 0.884786860086024
Updating animator play animation clip, playable time is 0.890865656081587
Updating animator play animation clip, playable time is 0.896920108236372
Updating animator play animation clip, playable time is 0.902974560391158
Updating animator play animation clip, playable time is 0.909029012545943
Updating animator play animation clip, playable time is 0.915101856458932
Updating animator play animation clip, playable time is 0.921156308613718
Updating animator play animation clip, playable time is 0.927210760768503
Updating animator play animation clip, playable time is 0.933265212923288
Updating animator play animation clip, playable time is 0.939347256906331
Updating animator play animation clip, playable time is 0.945401709061116
Updating animator play animation clip, playable time is 0.951456161215901
Updating animator play animation clip, playable time is 0.957548357080668
Updating animator play animation clip, playable time is 0.963602809235454
Updating animator play animation clip, playable time is 0.969657261390239
Updating animator play animation clip, playable time is 0.975711713545024
Updating animator play animation clip, playable time is 0.981775157619268
Updating animator play animation clip, playable time is 0.987829609774053
Updating animator play animation clip, playable time is 0.993884061928838
Updating animator play animation clip, playable time is 0.999953657854348
Updating animator play animation clip, playable time is 1.00600811000913
Updating animator play animation clip, playable time is 1.01206256216392
Updating animator play animation clip, playable time is 1.0181170143187
Updating animator play animation clip, playable time is 1.02418575854972
Updating animator play animation clip, playable time is 1.03024021070451
Updating animator play animation clip, playable time is 1.03629466285929
Updating animator play animation clip, playable time is 1.04234911501408
Updating animator play animation clip, playable time is 1.04841285897419
Updating animator play animation clip, playable time is 1.05446731112897
Updating animator play animation clip, playable time is 1.06053395895287
Updating animator play animation clip, playable time is 1.06659455876797
Updating animator play animation clip, playable time is 1.0726571585983
Updating animator play animation clip, playable time is 1.0787185584195
Updating animator play animation clip, playable time is 1.08477301057428
Updating animator play animation clip, playable time is 1.09085415862501
Updating animator play animation clip, playable time is 1.0969176585786
Updating animator play animation clip, playable time is 1.10297211073339
Updating animator play animation clip, playable time is 1.10902656288818
Updating animator play animation clip, playable time is 1.11508101504296
Updating animator play animation clip, playable time is 1.12115465896204
Updating animator play animation clip, playable time is 1.12721525877714
Updating animator play animation clip, playable time is 1.13328075874597
Updating animator play animation clip, playable time is 1.13933521090075
Updating animator play animation clip, playable time is 1.14541165903211
Updating animator play animation clip, playable time is 1.15146611118689
Updating animator play animation clip, playable time is 1.15752056334168
Updating animator play animation clip, playable time is 1.16357501549646
Updating animator play animation clip, playable time is 1.16962946765125
Updating animator play animation clip, playable time is 1.1757077598013
Updating animator play animation clip, playable time is 1.18177455989644
Updating animator play animation clip, playable time is 1.18782901205122
Updating animator play animation clip, playable time is 1.19388346420601
Updating animator play animation clip, playable time is 1.1999379163608
Updating animator play animation clip, playable time is 1.20600946014747
Updating animator play animation clip, playable time is 1.21206391230226
Updating animator play animation clip, playable time is 1.21811836445704
Updating animator play animation clip, playable time is 1.22417281661183
Updating animator play animation clip, playable time is 1.23022726876661
Updating animator play animation clip, playable time is 1.2362817209214
Updating animator play animation clip, playable time is 1.24233617307618
Updating animator play animation clip, playable time is 1.24842816125602
Updating animator play animation clip, playable time is 1.2544826134108
Updating animator play animation clip, playable time is 1.26053706556559
Updating animator play animation clip, playable time is 1.26659151772037
Updating animator play animation clip, playable time is 1.27267426159233
Updating animator play animation clip, playable time is 1.27872871374711
Updating animator play animation clip, playable time is 1.2847831659019
Updating animator play animation clip, playable time is 1.29083761805668
Updating animator play animation clip, playable time is 1.29689207021147
Updating animator play animation clip, playable time is 1.30294652236626
Updating animator play animation clip, playable time is 1.30901856254786
Updating animator play animation clip, playable time is 1.31507301470265
Updating animator play animation clip, playable time is 1.32115716254339
Updating animator play animation clip, playable time is 1.32721161469817
Updating animator play animation clip, playable time is 1.33326606685296
Updating animator play animation clip, playable time is 1.33932706294581
Updating animator play animation clip, playable time is 1.34539326280355
Updating animator play animation clip, playable time is 1.35144771495834
Updating animator play animation clip, playable time is 1.35750216711313
Updating animator play animation clip, playable time is 1.36355661926791
Updating animator play animation clip, playable time is 1.3696110714227
Updating animator play animation clip, playable time is 1.37570276344195
Updating animator play animation clip, playable time is 1.38175721559674
Updating animator play animation clip, playable time is 1.38781166775152
Updating animator play animation clip, playable time is 1.39388786396012
Updating animator play animation clip, playable time is 1.40001016389579
Updating animator play animation clip, playable time is 1.40606461605057
Updating animator play animation clip, playable time is 1.41211906820536
Updating animator play animation clip, playable time is 1.41817352036014
Updating animator play animation clip, playable time is 1.42422797251493
Updating animator play animation clip, playable time is 1.43028242466971
Updating animator play animation clip, playable time is 1.4363368768245
Updating animator play animation clip, playable time is 1.44239132897928
Updating animator play animation clip, playable time is 1.44844578113407
Updating animator play animation clip, playable time is 1.45450023328885
DESPAWNING!!!!
Enemy Grunt_ChubbyBoss_Clean_Tutorial_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
DESPAWNING!!!!
charging is false
charging is false
charging is false
DESPAWNING!!!!
charging is false
charging is false
charging is false
Infinity length
charging is false
charging is false
charging is false
Enemy is die, thank you forever.
Enemy Grunt_ChubbyBoss_Clean_Tutorial_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
0 entities playing special audio left
Enemy has been killed ... checking status ...
Enemy Grunt_ChubbyBoss_Clean_Tutorial_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
0 entities playing special audio left
<color=#0099bc><b>DOTWEEN ► </b></color>Max Tweens reached: capacity has
automatically been increased from 3125/50 to 3125/125. Use
[Link] to set it manually at startup
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
No point of interests found for quest Catuga Gate!
Updating CameraPresetUICanvases
Save called for path cq3_autosave0.dat
DESPAWNING!!!!
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
Chest Level: 5
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
awarded keys
Auto saving
Save called for path cq3_autosave0.dat
Spawing in
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num -1
grid num -2
No point of interests found for quest Skinny Island!
Save called for path cq3_autosave0.dat
Enemy Enemy_Ship_Standard_LongAggro_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
[Instance Portal] --- OnInteract
Deaggro set destination
Enemy Enemy_Ship_Standard_LongAggro_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -25
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Cave_FurstCave
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Caves_Ceiling_Rock_01_Occludable"
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Grunt_Chubby_Boss_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 2761
Stacked Music to play: BGM_Combat
Next Audio to play: BGM_Combat
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
charging is false
charging is false
charging is false
charging is false
Enemy is die, thank you forever.
Enemy Grunt_Chubby_Boss_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
0 entities playing special audio left
Enemy has been killed ... checking status ...
Empty container ... no audio!
Enemy Grunt_Chubby_Boss_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
0 entities playing special audio left
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Chest Level: 2
Chest Level: 2
Chest Level: 2
Chest Level: 2
Updating CameraPresetUICanvases
No point of interests found for quest DungeonQuest_FurstCave!
Save called for path cq3_autosave0.dat
awarded keys
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Chest Level: 2
awarded keys
Updating CameraPresetUICanvases
Save called for path cq3_autosave0.dat
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Cave_FurstCave
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0.4 / id 29953.
To disable this warning, set '[Link] = false;'.
grid num -2
Loading quest WorldQuest_IcePirate
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_FortWreck
Loading quest WorldQuest_PuzzleStone_Straits
Loading quest WorldQuest_MewtallicaConcert
Loading quest MainQuest_03
Loading quest WorldQuest_CastleRuins
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_HiddenItem_Bush
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_02
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_GoingPostal
Loading quest WorldQuest_GoldenTower
Loading quest MainQuest_04
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_05
Loading quest WorldQuest_TwinTowns
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_FortTail
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_Gate_CoralLake
Loading quest WorldQuest_FurstCave
Loading quest WorldQuest_FortPurricade
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest WorldQuest_Lovebook_02
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_BoarBoss
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_BootyCave
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_PurrierReefTreasure
Loading quest SQ_WorldQuest_SiblingRivalry
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_RunningGold_Furtigua
Spawing in
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num -1
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Obstacle Collision not linked to projectile behavior in the inspector.
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
phases 20
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
phases 20
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
DESPAWNING!!!!
grid num -2
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
grid num -1
grid num -2
grid num -1
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
phases 20
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
grid num -2
grid num -1
grid num -2
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Grunt_RatBomber_Tutorial_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
DESPAWNING!!!!
charging is false
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
charging is false
DESPAWNING!!!!
Enemy Grunt_RatBomber_Tutorial_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Enemy Grunt_RatBomber_Tutorial_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
Spawing in
grid num -3
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
DESPAWNING!!!!
charging is false
grid num -4
DESPAWNING!!!!
Deaggro set destination
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 42456.
To disable this warning, set '[Link] = false;'.
grid num -3
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 42557.
To disable this warning, set '[Link] = false;'.
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
grid num -4
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
phases 20
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
grid num -3
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
phases 20
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
DESPAWNING!!!!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
PlayInteractionFeedbackEffect
charging is false
charging is false
PlayInteractionFeedbackEffect
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
charging is false
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
PlayInteractionFeedbackEffect
charging is false
charging is false
charging is false
charging is false
Deaggro set destination
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Deaggro set destination
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
charging is false
charging is false
charging is false
charging is false
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Deaggro set destination
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Deaggro set destination
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
charging is false
charging is false
charging is false
charging is false
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
charging is false
charging is false
Deaggro set destination
Deaggro set destination
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
charging is false
charging is false
charging is false
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
PlayInteractionFeedbackEffect
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
charging is false
grid num -2
charging is false
charging is false
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
charging is false
charging is false
Updating CameraPresetUICanvases
Load called for path cq3_autosave0.dat
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -25
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_FortPurricade/Destructible_Tropical_Gate_Wood
en (1)/Tropical_Gate_Wooden"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (Shadow
Hidden)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_FortPurricade/Destructible_Tropical_Gate_Wood
en (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (10)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wreck_Boat"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Manor_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Castle"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Castle (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Lovetower"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Maze/Tropical_8BitDungeon_Wall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Furggy Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_PuzzleStone_Straits/Tropical_MessageStone"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ-SQ/SQ_SiblingRivalry/QuestObject_SQ_Chest_Base_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ-SQ/SQ_SiblingRivalry/QuestObject_SQ_Chest_Base_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LongTailIsland/ChestTrigger_LongIsland_
FortTail/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_Twilight/ChestTrigger_Twlight_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_P
ostman/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LonelyIsle/ChestTrigger_Lonely_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_SpicySquid_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestTrigger_Straits_01/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LongTailIsland/ChestTrigger_LongIsland_
01/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
1/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/InteractableTriggers/NPC/NPC_Lightmouse/Tropical_Lighthouse"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Straits Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_KiddCat_Smithy"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_House_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_MageShop"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long
Island/PUZZLESTONE/LongIsland_HitComboPuzzlePiece_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sandy
Islands/PUZZLESTONE/SandyIsland_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_05"
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
grid num -34
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Spawing in
Spawing in
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -2
Loading quest WorldQuest_RunningGold_Furtigua
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Rocks
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_SiblingRivalry
Loading quest WorldQuest_LostItem_PurrierReefTreasure
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_BootyCave
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_BoarBoss
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_Lovebook_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_FortPurricade
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest WorldQuest_Gate_CoralLake
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_FortTail
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_05
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_04
Loading quest WorldQuest_GoldenTower
Loading quest WorldQuest_GoingPostal
Loading quest MainQuest_07_Key_01
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_02
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Bush
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_PirateKing
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest WorldQuest_CastleRuins
Loading quest MainQuest_03
Loading quest WorldQuest_MewtallicaConcert
Loading quest WorldQuest_PuzzleStone_Straits
Loading quest WorldQuest_FortWreck
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_IcePirate
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
DESPAWNING!!!!
charging is false
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
DESPAWNING!!!!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -25
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Cave_FurstCave
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Caves_Ceiling_Rock_01_Occludable"
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Cave_FurstCave
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Spawing in
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -2
Loading quest WorldQuest_IcePirate
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_FortWreck
Loading quest WorldQuest_PuzzleStone_Straits
Loading quest WorldQuest_MewtallicaConcert
Loading quest MainQuest_03
Loading quest WorldQuest_CastleRuins
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_HiddenItem_Bush
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_02
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_GoingPostal
Loading quest WorldQuest_GoldenTower
Loading quest MainQuest_04
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_05
Loading quest WorldQuest_TwinTowns
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_FortTail
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_Gate_CoralLake
Loading quest WorldQuest_FortPurricade
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest WorldQuest_Lovebook_02
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_BoarBoss
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_BootyCave
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_PurrierReefTreasure
Loading quest SQ_WorldQuest_SiblingRivalry
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_RunningGold_Furtigua
Spawing in
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
DESPAWNING!!!!
grid num -3
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
grid num -4
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 61020.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 61035.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 61051.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -3
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
grid num -4
Deaggro set destination
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
phases 20
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
DESPAWNING!!!!
grid num -3
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
phases 20
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
charging is false
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
charging is false
charging is false
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Deaggro set destination
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Deaggro set destination
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
charging is false
charging is false
Updating CameraPresetUICanvases
charging is false
charging is false
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
charging is false
charging is false
charging is false
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
Updating CameraPresetUICanvases
charging is false
charging is false
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
charging is false
grid num -2
charging is false
charging is false
charging is false
charging is false
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
grid num -3
grid num -2
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Enemy_Ship_Standard_Boss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 7477
Stacked Music to play: BGM_Combat
Next Audio to play: BGM_Combat
grid num -3
Deaggro set destination
Enemy Enemy_Ship_Standard_Boss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_Boss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 7477
Stacked Music to play: BGM_Combat
Next Audio to play: BGM_Combat
grid num -2
grid num -3
grid num -2
grid num -3
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
grid num -2
DESPAWNING!!!!
grid num -3
grid num -2
DESPAWNING!!!!
grid num -3
grid num -2
Enemy Enemy_Ship_Standard_Boss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
0 entities playing special audio left
Enemy has been killed ... checking status ...
Empty container ... no audio!
phases 20
Enemy Enemy_Ship_Standard_Boss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
0 entities playing special audio left
grid num -3
Updating CameraPresetUICanvases
grid num -2
DESPAWNING!!!!
No point of interests found for quest Fort Tail!
Save called for path cq3_autosave0.dat
Updating CameraPresetUICanvases
grid num -3
grid num -2
Chest Level: 5
Chest Level: 5
Chest Level: 5
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10400
awarded keys
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Auto saving
Save called for path cq3_autosave0.dat
grid num -3
Chest Level: 5
awarded keys
Updating CameraPresetUICanvases
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
grid num -2
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
DESPAWNING!!!!
grid num -3
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
grid num -2
DESPAWNING!!!!
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
DESPAWNING!!!!
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
DESPAWNING!!!!
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Updating CameraPresetUICanvases
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -25
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
grid num -34
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_FortPurricade/Destructible_Tropical_Gate_Wood
en (1)/Tropical_Gate_Wooden"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (Shadow
Hidden)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_FortPurricade/Destructible_Tropical_Gate_Wood
en (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (10)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wreck_Boat"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Manor_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Castle"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Castle (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Lovetower"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Maze/Tropical_8BitDungeon_Wall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Furggy Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_PuzzleStone_Straits/Tropical_MessageStone"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ-SQ/SQ_SiblingRivalry/QuestObject_SQ_Chest_Base_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ-SQ/SQ_SiblingRivalry/QuestObject_SQ_Chest_Base_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_P
ostman/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LonelyIsle/ChestTrigger_Lonely_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_SpicySquid_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/InteractableTriggers/NPC/NPC_Lightmouse/Tropical_Lighthouse"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Straits Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_KiddCat_Smithy"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_House_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_MageShop"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long
Island/PUZZLESTONE/LongIsland_HitComboPuzzlePiece_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sandy
Islands/PUZZLESTONE/SandyIsland_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_05"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
1/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_Twilight/ChestTrigger_Twlight_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LongTailIsland/ChestTrigger_LongIsland_
01/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestTrigger_Straits_01/Chest_Base"
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Spawing in
Spawing in
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -2
Loading quest WorldQuest_RunningGold_Furtigua
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Rocks
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_SiblingRivalry
Loading quest WorldQuest_LostItem_PurrierReefTreasure
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_BootyCave
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_BoarBoss
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_Lovebook_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_FortPurricade
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest WorldQuest_Gate_CoralLake
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_05
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_04
Loading quest WorldQuest_GoldenTower
Loading quest WorldQuest_GoingPostal
Loading quest MainQuest_07_Key_01
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_02
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Bush
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_PirateKing
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest WorldQuest_CastleRuins
Loading quest MainQuest_03
Loading quest WorldQuest_MewtallicaConcert
Loading quest WorldQuest_PuzzleStone_Straits
Loading quest WorldQuest_FortWreck
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_IcePirate
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 86908.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 86962.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 87478.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 87514.
To disable this warning, set '[Link] = false;'.
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
charging is false
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Chest Level: 5
awarded keys
Updating CameraPresetUICanvases
Auto saving
Save called for path cq3_autosave0.dat
DESPAWNING!!!!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 88317.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
DESPAWNING!!!!
PlayInteractionFeedbackEffect
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 89050.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num -1
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num -2
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
grid num -3
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Chest Level: 5
DESPAWNING!!!!
awarded keys
Updating CameraPresetUICanvases
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
grid num -2
grid num -3
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Deaggro set destination
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
grid num -2
grid num -3
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
DESPAWNING!!!!
charging is false
charging is false
DESPAWNING!!!!
Deaggro set destination
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Deaggro set destination
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
charging is false
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
charging is false
Deaggro set destination
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Deaggro set destination
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Deaggro set destination
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
charging is false
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Updating CameraPresetUICanvases
Load called for path cq3_save0.dat
Achievement setting successful for achievement ID 10400
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -25
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_save0.dat
Achievement setting successful for achievement ID 10400
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
grid num -34
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_FortPurricade/Destructible_Tropical_Gate_Wood
en (1)/Tropical_Gate_Wooden"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (Shadow
Hidden)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_FortPurricade/Destructible_Tropical_Gate_Wood
en (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (10)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wreck_Boat"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Manor_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Castle"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Castle (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Lovetower"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Maze/Tropical_8BitDungeon_Wall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Furggy Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_PuzzleStone_Straits/Tropical_MessageStone"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ-SQ/SQ_SiblingRivalry/QuestObject_SQ_Chest_Base_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ-SQ/SQ_SiblingRivalry/QuestObject_SQ_Chest_Base_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_P
ostman/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LonelyIsle/ChestTrigger_Lonely_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_SpicySquid_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/InteractableTriggers/NPC/NPC_Lightmouse/Tropical_Lighthouse"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Straits Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_KiddCat_Smithy"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_House_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_MageShop"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long
Island/PUZZLESTONE/LongIsland_HitComboPuzzlePiece_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sandy
Islands/PUZZLESTONE/SandyIsland_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_05"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
1/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_Twilight/ChestTrigger_Twlight_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestTrigger_Straits_01/Chest_Base"
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Spawing in
Spawing in
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -2
Loading quest WorldQuest_RunningGold_Furtigua
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Rocks
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_SiblingRivalry
Loading quest WorldQuest_LostItem_PurrierReefTreasure
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_BootyCave
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_BoarBoss
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_Lovebook_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_FortPurricade
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest WorldQuest_Gate_CoralLake
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_05
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_04
Loading quest WorldQuest_GoldenTower
Loading quest WorldQuest_GoingPostal
Loading quest MainQuest_07_Key_01
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_02
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Bush
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_PirateKing
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest WorldQuest_CastleRuins
Loading quest MainQuest_03
Loading quest WorldQuest_MewtallicaConcert
Loading quest WorldQuest_PuzzleStone_Straits
Loading quest WorldQuest_FortWreck
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_IcePirate
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
PlayInteractionFeedbackEffect
Spawing in
PlayInteractionFeedbackEffect
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
grid num -3
DESPAWNING!!!!
charging is false
Deaggro set destination
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Deaggro set destination
charging is false
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
DESPAWNING!!!!
charging is false
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
Deaggro set destination
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
grid num -4
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 108820.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 108821.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 108823.
To disable this warning, set '[Link] = false;'.
Deaggro set destination
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 108895.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 108920.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 108958.
To disable this warning, set '[Link] = false;'.
grid num -3
grid num -2
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Spawing in
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Spawing in
DESPAWNING!!!!
grid num -1
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 111371.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num -2
DESPAWNING!!!!
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
DESPAWNING!!!!
charging is false
charging is false
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Save called for path cq3_autosave0.dat
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num -1
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 121173.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
No point of interests found for quest Coral Lake Gate!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 122539.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
phases 20
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -25
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Interior_KiddCatSmithy
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_KiddCatSmithy
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Spawing in
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -1
Loading quest WorldQuest_IcePirate
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_FortWreck
Loading quest WorldQuest_PuzzleStone_Straits
Loading quest WorldQuest_MewtallicaConcert
Loading quest MainQuest_03
Loading quest WorldQuest_CastleRuins
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_HiddenItem_Bush
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_02
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_GoingPostal
Loading quest WorldQuest_GoldenTower
Loading quest MainQuest_04
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_05
Loading quest WorldQuest_TwinTowns
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_FortPurricade
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest WorldQuest_Lovebook_02
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_BoarBoss
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_BootyCave
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_PurrierReefTreasure
Loading quest SQ_WorldQuest_SiblingRivalry
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_RunningGold_Furtigua
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -25
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Interior_MageShop
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_MageShop
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -1
Loading quest WorldQuest_IcePirate
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_FortWreck
Loading quest WorldQuest_PuzzleStone_Straits
Loading quest WorldQuest_MewtallicaConcert
Loading quest MainQuest_03
Loading quest WorldQuest_CastleRuins
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_HiddenItem_Bush
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_02
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_GoingPostal
Loading quest WorldQuest_GoldenTower
Loading quest MainQuest_04
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_05
Loading quest WorldQuest_TwinTowns
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_FortPurricade
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest WorldQuest_Lovebook_02
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_BoarBoss
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_BootyCave
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_PurrierReefTreasure
Loading quest SQ_WorldQuest_SiblingRivalry
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_RunningGold_Furtigua
Spawing in
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Chest Level: 3
awarded keys
Updating CameraPresetUICanvases
Auto saving
Save called for path cq3_autosave0.dat
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0
Updating animator play animation clip, playable time is 0.00606244802474976
Updating animator play animation clip, playable time is 0.0121169001795352
Updating animator play animation clip, playable time is 0.0181713523343205
Updating animator play animation clip, playable time is 0.0242258044891059
Updating animator play animation clip, playable time is 0.0302802566438913
Updating animator play animation clip, playable time is 0.0363347087986767
Updating animator play animation clip, playable time is 0.0424291486851871
Updating animator play animation clip, playable time is 0.0484836008399725
Updating animator play animation clip, playable time is 0.054550748784095
Updating animator play animation clip, playable time is 0.0606052009388804
Updating animator play animation clip, playable time is 0.0666596530936658
Updating animator play animation clip, playable time is 0.0727141052484512
Updating animator play animation clip, playable time is 0.0787685574032366
Updating animator play animation clip, playable time is 0.0848354492336512
Updating animator play animation clip, playable time is 0.0908899013884366
Updating animator play animation clip, playable time is 0.0969576495699584
Updating animator play animation clip, playable time is 0.103012101724744
Updating animator play animation clip, playable time is 0.109066553879529
Updating animator play animation clip, playable time is 0.115157450083643
Updating animator play animation clip, playable time is 0.121211902238429
Updating animator play animation clip, playable time is 0.127266354393214
Updating animator play animation clip, playable time is 0.133335050195456
Updating animator play animation clip, playable time is 0.139389502350241
Updating animator play animation clip, playable time is 0.145454350393265
Updating animator play animation clip, playable time is 0.151525350287557
Updating animator play animation clip, playable time is 0.157579802442342
Updating animator play animation clip, playable time is 0.163634254597127
Updating animator play animation clip, playable time is 0.169688706751913
Updating animator play animation clip, playable time is 0.175743158906698
Updating animator play animation clip, playable time is 0.181797611061484
Updating animator play animation clip, playable time is 0.187852063216269
Updating animator play animation clip, playable time is 0.193906515371054
Updating animator play animation clip, playable time is 0.19996096752584
Updating animator play animation clip, playable time is 0.206041851546615
Updating animator play animation clip, playable time is 0.212121451739222
Updating animator play animation clip, playable time is 0.218175903894007
Updating animator play animation clip, playable time is 0.224230356048793
Updating animator play animation clip, playable time is 0.230284808203578
Updating animator play animation clip, playable time is 0.236367252189666
Updating animator play animation clip, playable time is 0.242421704344451
Updating animator play animation clip, playable time is 0.248476156499237
Updating animator play animation clip, playable time is 0.254530608654022
Updating animator play animation clip, playable time is 0.260585060808808
Updating animator play animation clip, playable time is 0.266639512963593
Updating animator play animation clip, playable time is 0.272727753035724
Updating animator play animation clip, playable time is 0.27878220519051
Updating animator play animation clip, playable time is 0.284836657345295
Updating animator play animation clip, playable time is 0.29089110950008
Updating animator play animation clip, playable time is 0.296973253600299
Updating animator play animation clip, playable time is 0.303027705755085
Updating animator play animation clip, playable time is 0.30908215790987
Updating animator play animation clip, playable time is 0.315136610064656
Updating animator play animation clip, playable time is 0.321191062219441
Updating animator play animation clip, playable time is 0.327245514374226
Updating animator play animation clip, playable time is 0.333299966529012
Updating animator play animation clip, playable time is 0.339354418683797
Updating animator play animation clip, playable time is 0.345408870838583
Updating animator play animation clip, playable time is 0.351518354844302
Updating animator play animation clip, playable time is 0.357572806999087
Updating animator play animation clip, playable time is 0.363627259153873
Updating animator play animation clip, playable time is 0.369681711308658
Updating animator play animation clip, playable time is 0.375762255396694
Updating animator play animation clip, playable time is 0.381816707551479
Updating animator play animation clip, playable time is 0.387871159706265
Updating animator play animation clip, playable time is 0.39392561186105
Updating animator play animation clip, playable time is 0.399998656008393
Updating animator play animation clip, playable time is 0.406053108163178
Updating animator play animation clip, playable time is 0.412107560317963
Updating animator play animation clip, playable time is 0.418162012472749
Updating animator play animation clip, playable time is 0.424216464627534
Updating animator play animation clip, playable time is 0.43027091678232
Updating animator play animation clip, playable time is 0.436363056767732
Updating animator play animation clip, playable time is 0.442417508922517
Updating animator play animation clip, playable time is 0.448471961077303
Updating animator play animation clip, playable time is 0.454526413232088
Updating animator play animation clip, playable time is 0.460580865386873
Updating animator play animation clip, playable time is 0.466664057224989
Updating animator play animation clip, playable time is 0.472718509379774
Updating animator play animation clip, playable time is 0.47877296153456
Updating animator play animation clip, playable time is 0.484827413689345
Updating animator play animation clip, playable time is 0.490888957865536
Updating animator play animation clip, playable time is 0.496943410020322
Updating animator play animation clip, playable time is 0.503030658233911
Updating animator play animation clip, playable time is 0.509085110388696
Updating animator play animation clip, playable time is 0.515154058579355
Updating animator play animation clip, playable time is 0.521208510734141
Updating animator play animation clip, playable time is 0.527262962888926
Updating animator play animation clip, playable time is 0.533328258898109
Updating animator play animation clip, playable time is 0.539382711052895
Updating animator play animation clip, playable time is 0.54543716320768
Updating animator play animation clip, playable time is 0.551491615362465
Updating animator play animation clip, playable time is 0.557546067517251
Updating animator play animation clip, playable time is 0.563633459620178
Updating animator play animation clip, playable time is 0.569687911774963
Updating animator play animation clip, playable time is 0.575742363929749
Updating animator play animation clip, playable time is 0.581812459975481
Updating animator play animation clip, playable time is 0.587866912130266
Updating animator play animation clip, playable time is 0.593921364285052
Updating animator play animation clip, playable time is 0.599975816439837
Updating animator play animation clip, playable time is 0.606030268594623
Updating animator play animation clip, playable time is 0.612117260694504
Updating animator play animation clip, playable time is 0.618171712849289
Updating animator play animation clip, playable time is 0.624239560682327
Updating animator play animation clip, playable time is 0.630294012837112
Updating animator play animation clip, playable time is 0.636358560994267
Updating animator play animation clip, playable time is 0.64241966092959
Updating animator play animation clip, playable time is 0.648474113084376
Updating animator play animation clip, playable time is 0.654528565239161
Updating animator play animation clip, playable time is 0.660583017393947
Updating animator play animation clip, playable time is 0.666662361472845
Updating animator play animation clip, playable time is 0.67271681362763
Updating animator play animation clip, playable time is 0.678771265782416
Updating animator play animation clip, playable time is 0.684845161624253
Updating animator play animation clip, playable time is 0.690899613779038
Updating animator play animation clip, playable time is 0.696954065933824
Updating animator play animation clip, playable time is 0.703008518088609
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0
Updating animator play animation clip, playable time is 0.00605445215478539
Updating animator play animation clip, playable time is 0.0121089043095708
Updating animator play animation clip, playable time is 0.0181841002777219
Updating animator play animation clip, playable time is 0.0242385524325073
Updating animator play animation clip, playable time is 0.0303049003705382
Updating animator play animation clip, playable time is 0.0363593525253236
Updating animator play animation clip, playable time is 0.042413804680109
Updating animator play animation clip, playable time is 0.0484682568348944
Updating animator play animation clip, playable time is 0.0545227089896798
Updating animator play animation clip, playable time is 0.0605971007607877
Updating animator play animation clip, playable time is 0.0666515529155731
Updating animator play animation clip, playable time is 0.0727832010015845
Updating animator play animation clip, playable time is 0.0788376531563699
Updating animator play animation clip, playable time is 0.0848921053111553
Updating animator play animation clip, playable time is 0.0909465574659407
Updating animator play animation clip, playable time is 0.0970010096207261
Updating animator play animation clip, playable time is 0.103055461775512
Updating animator play animation clip, playable time is 0.109109913930297
Updating animator play animation clip, playable time is 0.115164366085082
Updating animator play animation clip, playable time is 0.121218818239868
Updating animator play animation clip, playable time is 0.127273270394653
Updating animator play animation clip, playable time is 0.133327722549438
Updating animator play animation clip, playable time is 0.139382174704224
Updating animator play animation clip, playable time is 0.145456802565604
Updating animator play animation clip, playable time is 0.15151125472039
Updating animator play animation clip, playable time is 0.15757960267365
Updating animator play animation clip, playable time is 0.163634054828435
Updating animator play animation clip, playable time is 0.169688506983221
Updating animator play animation clip, playable time is 0.175742959138006
Updating animator play animation clip, playable time is 0.181797411292791
Updating animator play animation clip, playable time is 0.187865103129297
Updating animator play animation clip, playable time is 0.193919555284083
Updating animator play animation clip, playable time is 0.199974007438868
Updating animator play animation clip, playable time is 0.206066803541034
Updating animator play animation clip, playable time is 0.21212125569582
Updating animator play animation clip, playable time is 0.218175707850605
Updating animator play animation clip, playable time is 0.224230160005391
Updating animator play animation clip, playable time is 0.230301003903151
Updating animator play animation clip, playable time is 0.236355456057936
Updating animator play animation clip, playable time is 0.242409908212721
Updating animator play animation clip, playable time is 0.248486904427409
Updating animator play animation clip, playable time is 0.254541356582195
Updating animator play animation clip, playable time is 0.260603204369545
Updating animator play animation clip, playable time is 0.26665765652433
Updating animator play animation clip, playable time is 0.272712108679116
Updating animator play animation clip, playable time is 0.278766560833901
Updating animator play animation clip, playable time is 0.284821012988687
Updating animator play animation clip, playable time is 0.290904704947025
Updating animator play animation clip, playable time is 0.29695915710181
Updating animator play animation clip, playable time is 0.303013609256595
Updating animator play animation clip, playable time is 0.309068061411381
Updating animator play animation clip, playable time is 0.315122513566166
Updating animator play animation clip, playable time is 0.321198705583811
Updating animator play animation clip, playable time is 0.327253157738596
Updating animator play animation clip, playable time is 0.333307609893382
Updating animator play animation clip, playable time is 0.339362062048167
Updating animator play animation clip, playable time is 0.345437506213784
Updating animator play animation clip, playable time is 0.35149195836857
Updating animator play animation clip, playable time is 0.357563506346196
Updating animator play animation clip, playable time is 0.363617958500981
Updating animator play animation clip, playable time is 0.369672410655767
Updating animator play animation clip, playable time is 0.375726862810552
Updating animator play animation clip, playable time is 0.381781314965338
Updating animator play animation clip, playable time is 0.387835767120123
Updating animator play animation clip, playable time is 0.393926206976175
Updating animator play animation clip, playable time is 0.399980659130961
Updating animator play animation clip, playable time is 0.406035111285746
Updating animator play animation clip, playable time is 0.412089563440531
Updating animator play animation clip, playable time is 0.418180407490581
Updating animator play animation clip, playable time is 0.424234859645367
Updating animator play animation clip, playable time is 0.430303207598627
Updating animator play animation clip, playable time is 0.436357659753412
Updating animator play animation clip, playable time is 0.442412111908197
Updating animator play animation clip, playable time is 0.448487108107656
Updating animator play animation clip, playable time is 0.454541560262442
Updating animator play animation clip, playable time is 0.460596012417227
Updating animator play animation clip, playable time is 0.466650464572012
Updating animator play animation clip, playable time is 0.472777408547699
Updating animator play animation clip, playable time is 0.478831860702485
Updating animator play animation clip, playable time is 0.48488631285727
Updating animator play animation clip, playable time is 0.490940765012056
Updating animator play animation clip, playable time is 0.496995217166841
Updating animator play animation clip, playable time is 0.503049669321626
Updating CameraPresetUICanvases
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -25
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -31
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -33
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Interior_Tavern
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
No point of interests found for quest Tavern Aelius!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_Tavern
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -34
grid num -1
Loading quest WorldQuest_IcePirate
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_FortWreck
Loading quest WorldQuest_PuzzleStone_Straits
Loading quest WorldQuest_MewtallicaConcert
Loading quest MainQuest_03
Loading quest WorldQuest_CastleRuins
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_HiddenItem_Bush
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_02
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_GoingPostal
Loading quest WorldQuest_GoldenTower
Loading quest MainQuest_04
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_05
Loading quest WorldQuest_TwinTowns
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_FortPurricade
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest WorldQuest_Lovebook_02
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_BoarBoss
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_BootyCave
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_PurrierReefTreasure
Loading quest SQ_WorldQuest_SiblingRivalry
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_SiblingRivalry_Boars
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_RunningGold_Furtigua
Spawing in
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -2
Spawing in
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
Deaggro set destination
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num -3
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num -4
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 134936.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
phases 20
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
grid num -3
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
phases 20
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
grid num -4
Updating CameraPresetUICanvases
Deaggro set destination
Enemy Grunt_RatBomber_Tower_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
grid num -3
DESPAWNING!!!!
grid num -2
DESPAWNING!!!!
grid num -3
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Chest Level: 5
awarded keys
Updating CameraPresetUICanvases
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
grid num -2
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
DESPAWNING!!!!
DESPAWNING!!!!
grid num -3
DESPAWNING!!!!
grid num -2
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 140467.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 140666.
To disable this warning, set '[Link] = false;'.
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
DESPAWNING!!!!
Updating CameraPresetUICanvases
Loading quest SQ_WorldQuest_SiblingRivalry_Rocks
Updating CameraPresetUICanvases
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest The Rock-key!
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
DESPAWNING!!!!
grid num -3
DESPAWNING!!!!
grid num -2
DESPAWNING!!!!
Spawing in
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
DESPAWNING!!!!
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
grid num -3
charging is false
charging is false
Updating CameraPresetUICanvases
charging is false
Updating CameraPresetUICanvases
charging is false
charging is false
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Updating CameraPresetUICanvases
No point of interests found for quest The Key of Seas!
DESPAWNING!!!!
DESPAWNING!!!!
grid num -2
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 147651.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 147671.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 147676.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
DESPAWNING!!!!
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flat_Starfish_Heirloom_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
Enemy Flat_Starfish_Heirloom_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Enemy Flat_Starfish_Heirloom_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Chest Level: 1
Updating CameraPresetUICanvases
awarded keys
Updating CameraPresetUICanvases
No point of interests found for quest The Starfish Key!
UnitSpawner_Sibling02 ([Link]) is not found in Point of Interest
collection!
UnitSpawner_Sibling03 ([Link]) is not found in Point of Interest
collection!
DESPAWNING!!!!
Updating CameraPresetUICanvases
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
DESPAWNING!!!!
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "ChestTrigger/ChestTrigger(Clone)/Chest_Base"
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0
Updating animator play animation clip, playable time is 0
Updating animator play animation clip, playable time is 0
Updating animator play animation clip, playable time is 0.00609944388270378
Updating animator play animation clip, playable time is 0.00609944388270378
Updating animator play animation clip, playable time is 0.00609944388270378
Updating animator play animation clip, playable time is 0.00609944388270378
Updating animator play animation clip, playable time is 0.00609944388270378
Updating animator play animation clip, playable time is 0.00609944388270378
Updating animator play animation clip, playable time is 0.0121538960374892
Updating animator play animation clip, playable time is 0.0121538960374892
Updating animator play animation clip, playable time is 0.0121538960374892
Updating animator play animation clip, playable time is 0.0182083481922746
Updating animator play animation clip, playable time is 0.0182083481922746
Updating animator play animation clip, playable time is 0.0182083481922746
Updating animator play animation clip, playable time is 0.02426280034706
Updating animator play animation clip, playable time is 0.02426280034706
Updating animator play animation clip, playable time is 0.02426280034706
Updating animator play animation clip, playable time is 0.0303278444334865
Updating animator play animation clip, playable time is 0.0303278444334865
Updating animator play animation clip, playable time is 0.0303278444334865
Updating animator play animation clip, playable time is 0.0364027442410588
Updating animator play animation clip, playable time is 0.0364027442410588
Updating animator play animation clip, playable time is 0.0364027442410588
Updating animator play animation clip, playable time is 0.0424571963958442
Updating animator play animation clip, playable time is 0.0424571963958442
Updating animator play animation clip, playable time is 0.0424571963958442
Updating animator play animation clip, playable time is 0.0485245445743203
Updating animator play animation clip, playable time is 0.0485245445743203
Updating animator play animation clip, playable time is 0.0485245445743203
Updating animator play animation clip, playable time is 0.0545789967291057
Updating animator play animation clip, playable time is 0.0545789967291057
Updating animator play animation clip, playable time is 0.0545789967291057
Updating animator play animation clip, playable time is 0.0606463449075818
Updating animator play animation clip, playable time is 0.0606463449075818
Updating animator play animation clip, playable time is 0.0606463449075818
Updating animator play animation clip, playable time is 0.0667007970623672
Updating animator play animation clip, playable time is 0.0667007970623672
Updating animator play animation clip, playable time is 0.0667007970623672
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Updating animator play animation clip, playable time is 0.13941649813205
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Updating animator play animation clip, playable time is 0.806078858207911
Updating animator play animation clip, playable time is 0.806078858207911
Updating animator play animation clip, playable time is 0.812133310362697
Updating animator play animation clip, playable time is 0.812133310362697
Updating animator play animation clip, playable time is 0.812133310362697
Updating animator play animation clip, playable time is 0.818208658136427
Updating animator play animation clip, playable time is 0.818208658136427
Updating animator play animation clip, playable time is 0.818208658136427
Updating animator play animation clip, playable time is 0.824263110291213
Updating animator play animation clip, playable time is 0.824263110291213
Updating animator play animation clip, playable time is 0.824263110291213
Updating animator play animation clip, playable time is 0.830317562445998
Updating animator play animation clip, playable time is 0.830317562445998
Updating animator play animation clip, playable time is 0.830317562445998
Updating animator play animation clip, playable time is 0.836372014600784
Updating animator play animation clip, playable time is 0.836372014600784
Updating animator play animation clip, playable time is 0.836372014600784
Updating animator play animation clip, playable time is 0.842426466755569
Updating animator play animation clip, playable time is 0.842426466755569
Updating animator play animation clip, playable time is 0.842426466755569
Updating animator play animation clip, playable time is 0.848509058821946
Updating animator play animation clip, playable time is 0.848509058821946
Updating animator play animation clip, playable time is 0.848509058821946
Updating animator play animation clip, playable time is 0.854573358781636
Updating animator play animation clip, playable time is 0.854573358781636
Updating animator play animation clip, playable time is 0.854573358781636
Updating animator play animation clip, playable time is 0.860627810936421
Updating animator play animation clip, playable time is 0.860627810936421
Updating animator play animation clip, playable time is 0.860627810936421
Updating animator play animation clip, playable time is 0.866682263091207
Updating animator play animation clip, playable time is 0.866682263091207
Updating animator play animation clip, playable time is 0.866682263091207
Updating animator play animation clip, playable time is 0.872751659248024
Updating animator play animation clip, playable time is 0.872751659248024
Updating animator play animation clip, playable time is 0.872751659248024
Updating animator play animation clip, playable time is 0.87880611140281
Updating animator play animation clip, playable time is 0.87880611140281
Updating animator play animation clip, playable time is 0.87880611140281
Updating animator play animation clip, playable time is 0.884860563557595
Updating animator play animation clip, playable time is 0.884860563557595
Updating animator play animation clip, playable time is 0.884860563557595
Updating animator play animation clip, playable time is 0.89091501571238
Updating animator play animation clip, playable time is 0.89091501571238
Updating animator play animation clip, playable time is 0.89091501571238
Updating animator play animation clip, playable time is 0.896969467867166
Updating animator play animation clip, playable time is 0.896969467867166
Updating animator play animation clip, playable time is 0.896969467867166
Updating animator play animation clip, playable time is 0.903043859638274
Updating animator play animation clip, playable time is 0.903043859638274
Updating animator play animation clip, playable time is 0.903043859638274
Updating animator play animation clip, playable time is 0.909114359412342
Updating animator play animation clip, playable time is 0.909114359412342
Updating animator play animation clip, playable time is 0.909114359412342
Updating animator play animation clip, playable time is 0.915168811567128
Updating animator play animation clip, playable time is 0.915168811567128
Updating animator play animation clip, playable time is 0.915168811567128
Updating animator play animation clip, playable time is 0.921223263721913
Updating animator play animation clip, playable time is 0.921223263721913
Updating animator play animation clip, playable time is 0.921223263721913
Updating animator play animation clip, playable time is 0.927277715876698
Updating animator play animation clip, playable time is 0.927277715876698
Updating animator play animation clip, playable time is 0.927277715876698
Updating animator play animation clip, playable time is 0.933354859706014
Updating animator play animation clip, playable time is 0.933354859706014
Updating animator play animation clip, playable time is 0.933354859706014
Updating animator play animation clip, playable time is 0.9394093118608
Updating animator play animation clip, playable time is 0.9394093118608
Updating animator play animation clip, playable time is 0.9394093118608
Updating animator play animation clip, playable time is 0.945478859823197
Updating animator play animation clip, playable time is 0.945478859823197
Updating animator play animation clip, playable time is 0.945478859823197
Updating animator play animation clip, playable time is 0.951543659903109
Updating animator play animation clip, playable time is 0.951543659903109
Updating animator play animation clip, playable time is 0.951543659903109
Updating animator play animation clip, playable time is 0.957598112057894
Updating animator play animation clip, playable time is 0.957598112057894
Updating animator play animation clip, playable time is 0.957598112057894
Updating animator play animation clip, playable time is 0.963661360088736
Updating animator play animation clip, playable time is 0.963661360088736
Updating animator play animation clip, playable time is 0.963661360088736
Updating animator play animation clip, playable time is 0.969715812243521
Updating animator play animation clip, playable time is 0.969715812243521
Updating animator play animation clip, playable time is 0.969715812243521
Updating animator play animation clip, playable time is 0.975770264398307
Updating animator play animation clip, playable time is 0.975770264398307
Updating animator play animation clip, playable time is 0.975770264398307
Updating animator play animation clip, playable time is 0.981844460591674
Updating animator play animation clip, playable time is 0.981844460591674
Updating animator play animation clip, playable time is 0.981844460591674
Updating animator play animation clip, playable time is 0.987898912746459
Updating animator play animation clip, playable time is 0.987898912746459
Updating animator play animation clip, playable time is 0.987898912746459
Updating animator play animation clip, playable time is 0.993969960603863
Updating animator play animation clip, playable time is 0.993969960603863
Updating animator play animation clip, playable time is 0.993969960603863
Updating animator play animation clip, playable time is 1.00002441275865
Updating animator play animation clip, playable time is 1.00002441275865
Updating animator play animation clip, playable time is 1.00002441275865
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Updating animator play animation clip, playable time is 1.00607886491343
Updating animator play animation clip, playable time is 1.00607886491343
Updating animator play animation clip, playable time is 1.01213331706822
Updating animator play animation clip, playable time is 1.01213331706822
Updating animator play animation clip, playable time is 1.01213331706822
Updating animator play animation clip, playable time is 1.01820246083662
Updating animator play animation clip, playable time is 1.01820246083662
Updating animator play animation clip, playable time is 1.01820246083662
Updating animator play animation clip, playable time is 1.0242569129914
Updating animator play animation clip, playable time is 1.0242569129914
Updating animator play animation clip, playable time is 1.0242569129914
Updating animator play animation clip, playable time is 1.03031136514619
Updating animator play animation clip, playable time is 1.03031136514619
Updating animator play animation clip, playable time is 1.03031136514619
Updating animator play animation clip, playable time is 1.03636581730098
Updating animator play animation clip, playable time is 1.03636581730098
Updating animator play animation clip, playable time is 1.03636581730098
Updating animator play animation clip, playable time is 1.04244576115161
Updating animator play animation clip, playable time is 1.04244576115161
Updating animator play animation clip, playable time is 1.04244576115161
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Updating animator play animation clip, playable time is 1.0485002133064
Updating animator play animation clip, playable time is 1.0485002133064
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Updating animator play animation clip, playable time is 1.05455466546118
Updating animator play animation clip, playable time is 1.05455466546118
Updating animator play animation clip, playable time is 1.06062916154042
Updating animator play animation clip, playable time is 1.06062916154042
Updating animator play animation clip, playable time is 1.06062916154042
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Updating animator play animation clip, playable time is 1.0666836136952
Updating animator play animation clip, playable time is 1.0666836136952
Updating animator play animation clip, playable time is 1.07275076163933
Updating animator play animation clip, playable time is 1.07275076163933
Updating animator play animation clip, playable time is 1.07275076163933
Updating animator play animation clip, playable time is 1.07880521379411
Updating animator play animation clip, playable time is 1.07880521379411
Updating animator play animation clip, playable time is 1.07880521379411
Updating animator play animation clip, playable time is 1.08486816193908
Updating animator play animation clip, playable time is 1.08486816193908
Updating animator play animation clip, playable time is 1.08486816193908
Updating animator play animation clip, playable time is 1.09093036176637
Updating animator play animation clip, playable time is 1.09093036176637
Updating animator play animation clip, playable time is 1.09093036176637
Updating animator play animation clip, playable time is 1.09698481392115
Updating animator play animation clip, playable time is 1.09698481392115
Updating animator play animation clip, playable time is 1.09698481392115
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Updating animator play animation clip, playable time is 1.10305266175419
Updating animator play animation clip, playable time is 1.10305266175419
Updating animator play animation clip, playable time is 1.10910711390898
Updating animator play animation clip, playable time is 1.10910711390898
Updating animator play animation clip, playable time is 1.10910711390898
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Updating animator play animation clip, playable time is 1.11516156606376
Updating animator play animation clip, playable time is 1.11516156606376
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Updating animator play animation clip, playable time is 1.12123046210036
Updating animator play animation clip, playable time is 1.12123046210036
Updating animator play animation clip, playable time is 1.12728491425514
Updating animator play animation clip, playable time is 1.12728491425514
Updating animator play animation clip, playable time is 1.12728491425514
Updating animator play animation clip, playable time is 1.13333936640993
Updating animator play animation clip, playable time is 1.13333936640993
Updating animator play animation clip, playable time is 1.13333936640993
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Updating animator play animation clip, playable time is 1.1394016626291
Updating animator play animation clip, playable time is 1.1394016626291
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Updating animator play animation clip, playable time is 1.14547426253557
Updating animator play animation clip, playable time is 1.14547426253557
Updating animator play animation clip, playable time is 1.15152871469036
Updating animator play animation clip, playable time is 1.15152871469036
Updating animator play animation clip, playable time is 1.15152871469036
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Updating animator play animation clip, playable time is 1.15758316684514
Updating animator play animation clip, playable time is 1.15758316684514
Updating animator play animation clip, playable time is 1.16365586267784
Updating animator play animation clip, playable time is 1.16365586267784
Updating animator play animation clip, playable time is 1.16365586267784
Updating animator play animation clip, playable time is 1.16971031483263
Updating animator play animation clip, playable time is 1.16971031483263
Updating animator play animation clip, playable time is 1.16971031483263
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Updating animator play animation clip, playable time is 1.17576476698741
Updating animator play animation clip, playable time is 1.17576476698741
Updating animator play animation clip, playable time is 1.18789996253327
Updating animator play animation clip, playable time is 1.18789996253327
Updating animator play animation clip, playable time is 1.18789996253327
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Updating animator play animation clip, playable time is 1.19395441468805
Updating animator play animation clip, playable time is 1.19395441468805
Updating animator play animation clip, playable time is 1.20000886684284
Updating animator play animation clip, playable time is 1.20000886684284
Updating animator play animation clip, playable time is 1.20000886684284
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Updating animator play animation clip, playable time is 1.20607216283679
Updating animator play animation clip, playable time is 1.20607216283679
Updating animator play animation clip, playable time is 1.21212661499158
Updating animator play animation clip, playable time is 1.21212661499158
Updating animator play animation clip, playable time is 1.21212661499158
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Updating animator play animation clip, playable time is 1.21818106714636
Updating animator play animation clip, playable time is 1.21818106714636
Updating animator play animation clip, playable time is 1.22423551930115
Updating animator play animation clip, playable time is 1.22423551930115
Updating animator play animation clip, playable time is 1.22423551930115
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Updating animator play animation clip, playable time is 1.23031126335263
Updating animator play animation clip, playable time is 1.23031126335263
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Updating animator play animation clip, playable time is 1.2363817631267
Updating animator play animation clip, playable time is 1.2363817631267
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Updating animator play animation clip, playable time is 1.24243621528149
Updating animator play animation clip, playable time is 1.24243621528149
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Updating animator play animation clip, playable time is 1.24849066743627
Updating animator play animation clip, playable time is 1.24849066743627
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Updating animator play animation clip, playable time is 1.25454511959106
Updating animator play animation clip, playable time is 1.25454511959106
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Updating animator play animation clip, playable time is 1.26061536371708
Updating animator play animation clip, playable time is 1.26061536371708
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Updating animator play animation clip, playable time is 1.26666981587186
Updating animator play animation clip, playable time is 1.26666981587186
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Updating animator play animation clip, playable time is 1.27274746401235
Updating animator play animation clip, playable time is 1.27274746401235
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Updating animator play animation clip, playable time is 1.27880191616714
Updating animator play animation clip, playable time is 1.27880191616714
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Updating animator play animation clip, playable time is 1.28485636832193
Updating animator play animation clip, playable time is 1.28485636832193
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Updating animator play animation clip, playable time is 1.29092886438593
Updating animator play animation clip, playable time is 1.29092886438593
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Updating animator play animation clip, playable time is 1.29698331654072
Updating animator play animation clip, playable time is 1.29698331654072
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Updating animator play animation clip, playable time is 1.3030377686955
Updating animator play animation clip, playable time is 1.3030377686955
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Updating animator play animation clip, playable time is 1.30910866474733
Updating animator play animation clip, playable time is 1.30910866474733
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Updating animator play animation clip, playable time is 1.31516311690211
Updating animator play animation clip, playable time is 1.31516311690211
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Updating animator play animation clip, playable time is 1.3212175690569
Updating animator play animation clip, playable time is 1.3212175690569
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Updating animator play animation clip, playable time is 1.32727202121168
Updating animator play animation clip, playable time is 1.32727202121168
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Updating animator play animation clip, playable time is 1.33334966516122
Updating animator play animation clip, playable time is 1.33334966516122
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Updating animator play animation clip, playable time is 1.33941346500069
Updating animator play animation clip, playable time is 1.33941346500069
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Updating animator play animation clip, playable time is 1.34547836519778
Updating animator play animation clip, playable time is 1.34547836519778
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Updating animator play animation clip, playable time is 1.35153281735256
Updating animator play animation clip, playable time is 1.35153281735256
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Updating animator play animation clip, playable time is 1.35758726950735
Updating animator play animation clip, playable time is 1.35758726950735
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Updating animator play animation clip, playable time is 1.36364172166213
Updating animator play animation clip, playable time is 1.36364172166213
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Updating animator play animation clip, playable time is 1.36971656559035
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Updating animator play animation clip, playable time is 1.37577101774514
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Updating animator play animation clip, playable time is 1.38183516589925
Updating animator play animation clip, playable time is 1.38183516589925
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Updating animator play animation clip, playable time is 1.3879003659822
Updating animator play animation clip, playable time is 1.3879003659822
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Updating animator play animation clip, playable time is 1.39395481813699
Updating animator play animation clip, playable time is 1.39395481813699
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Updating animator play animation clip, playable time is 1.40000927029178
Updating animator play animation clip, playable time is 1.40000927029178
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Updating animator play animation clip, playable time is 1.40606372244656
Updating animator play animation clip, playable time is 1.40606372244656
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Updating animator play animation clip, playable time is 1.41213776636869
Updating animator play animation clip, playable time is 1.41213776636869
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Updating animator play animation clip, playable time is 1.41819221852347
Updating animator play animation clip, playable time is 1.41819221852347
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Updating animator play animation clip, playable time is 1.42424667067826
Updating animator play animation clip, playable time is 1.42424667067826
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Updating animator play animation clip, playable time is 1.43030112283304
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Updating animator play animation clip, playable time is 1.43635557498783
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Updating animator play animation clip, playable time is 1.44244166696444
Updating animator play animation clip, playable time is 1.44244166696444
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Updating animator play animation clip, playable time is 1.44849611911923
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Updating animator play animation clip, playable time is 1.49090846814215
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Updating animator play animation clip, playable time is 1.49696292029694
Updating animator play animation clip, playable time is 1.49696292029694
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Updating animator play animation clip, playable time is 1.50302686821669
Updating animator play animation clip, playable time is 1.50302686821669
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Updating animator play animation clip, playable time is 1.50908132037148
Updating animator play animation clip, playable time is 1.50908132037148
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Updating animator play animation clip, playable time is 1.52727346867323
Updating animator play animation clip, playable time is 1.52727346867323
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Updating animator play animation clip, playable time is 1.53335156850517
Updating animator play animation clip, playable time is 1.53335156850517
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Updating animator play animation clip, playable time is 1.53940602065995
Updating animator play animation clip, playable time is 1.53940602065995
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Updating animator play animation clip, playable time is 1.54546047281474
Updating animator play animation clip, playable time is 1.54546047281474
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Updating animator play animation clip, playable time is 1.55152946896851
Updating animator play animation clip, playable time is 1.55152946896851
Updating animator play animation clip, playable time is 1.5575839211233
Updating animator play animation clip, playable time is 1.5575839211233
Updating animator play animation clip, playable time is 1.5575839211233
Updating animator play animation clip, playable time is 1.56363837327808
Updating animator play animation clip, playable time is 1.56363837327808
Updating animator play animation clip, playable time is 1.56363837327808
Updating animator play animation clip, playable time is 1.56971276924014
Updating animator play animation clip, playable time is 1.56971276924014
Updating animator play animation clip, playable time is 1.56971276924014
Updating animator play animation clip, playable time is 1.57576722139493
Updating animator play animation clip, playable time is 1.57576722139493
Updating animator play animation clip, playable time is 1.57576722139493
Updating animator play animation clip, playable time is 1.58182167354971
Updating animator play animation clip, playable time is 1.58182167354971
Updating animator play animation clip, playable time is 1.58182167354971
Updating animator play animation clip, playable time is 1.5878761257045
Updating animator play animation clip, playable time is 1.5878761257045
Updating animator play animation clip, playable time is 1.5878761257045
Updating animator play animation clip, playable time is 1.59393726987764
Updating animator play animation clip, playable time is 1.59393726987764
Updating animator play animation clip, playable time is 1.59393726987764
Updating animator play animation clip, playable time is 1.60001487005502
Updating animator play animation clip, playable time is 1.60001487005502
Updating animator play animation clip, playable time is 1.60001487005502
Updating animator play animation clip, playable time is 1.60606932220981
Updating animator play animation clip, playable time is 1.60606932220981
Updating animator play animation clip, playable time is 1.60606932220981
Updating animator play animation clip, playable time is 1.61212377436459
Updating animator play animation clip, playable time is 1.61212377436459
Updating animator play animation clip, playable time is 1.61212377436459
Updating animator play animation clip, playable time is 1.61817822651938
Updating animator play animation clip, playable time is 1.61817822651938
Updating animator play animation clip, playable time is 1.61817822651938
Updating animator play animation clip, playable time is 1.62423267867416
Updating animator play animation clip, playable time is 1.62423267867416
Updating animator play animation clip, playable time is 1.62423267867416
Updating animator play animation clip, playable time is 1.63029767060652
Updating animator play animation clip, playable time is 1.63029767060652
Updating animator play animation clip, playable time is 1.63029767060652
Updating animator play animation clip, playable time is 1.63635212276131
Updating animator play animation clip, playable time is 1.63635212276131
Updating animator play animation clip, playable time is 1.63635212276131
Updating animator play animation clip, playable time is 1.64244127087295
Updating animator play animation clip, playable time is 1.64244127087295
Updating animator play animation clip, playable time is 1.64244127087295
Updating animator play animation clip, playable time is 1.64849572302774
Updating animator play animation clip, playable time is 1.64849572302774
Updating animator play animation clip, playable time is 1.64849572302774
Updating animator play animation clip, playable time is 1.65455017518252
Updating animator play animation clip, playable time is 1.65455017518252
Updating animator play animation clip, playable time is 1.65455017518252
Updating animator play animation clip, playable time is 1.66061407141387
Updating animator play animation clip, playable time is 1.66061407141387
Updating animator play animation clip, playable time is 1.66061407141387
Updating animator play animation clip, playable time is 1.66668037138879
Updating animator play animation clip, playable time is 1.66668037138879
Updating animator play animation clip, playable time is 1.66668037138879
Updating animator play animation clip, playable time is 1.67273482354358
Updating animator play animation clip, playable time is 1.67273482354358
Updating animator play animation clip, playable time is 1.67273482354358
Updating animator play animation clip, playable time is 1.67880097171292
Updating animator play animation clip, playable time is 1.67880097171292
Updating animator play animation clip, playable time is 1.67880097171292
Updating animator play animation clip, playable time is 1.6848554238677
Updating animator play animation clip, playable time is 1.6848554238677
Updating animator play animation clip, playable time is 1.6848554238677
Updating animator play animation clip, playable time is 1.69090987602249
Updating animator play animation clip, playable time is 1.69090987602249
Updating animator play animation clip, playable time is 1.69090987602249
Updating animator play animation clip, playable time is 1.69696432817727
Updating animator play animation clip, playable time is 1.69696432817727
Updating animator play animation clip, playable time is 1.69696432817727
Updating animator play animation clip, playable time is 1.70304027199745
Updating animator play animation clip, playable time is 1.70304027199745
Updating animator play animation clip, playable time is 1.70304027199745
Updating animator play animation clip, playable time is 1.70909472415224
Updating animator play animation clip, playable time is 1.70909472415224
Updating animator play animation clip, playable time is 1.70909472415224
Updating animator play animation clip, playable time is 1.71514917630702
Updating animator play animation clip, playable time is 1.71514917630702
Updating animator play animation clip, playable time is 1.71514917630702
Updating animator play animation clip, playable time is 1.72120362846181
Updating animator play animation clip, playable time is 1.72120362846181
Updating animator play animation clip, playable time is 1.72120362846181
Updating animator play animation clip, playable time is 1.7272645724006
Updating animator play animation clip, playable time is 1.7272645724006
Updating animator play animation clip, playable time is 1.7272645724006
Updating animator play animation clip, playable time is 1.7333443723619
Updating animator play animation clip, playable time is 1.7333443723619
Updating animator play animation clip, playable time is 1.7333443723619
Updating animator play animation clip, playable time is 1.73939882451668
Updating animator play animation clip, playable time is 1.73939882451668
Updating animator play animation clip, playable time is 1.73939882451668
Updating animator play animation clip, playable time is 1.74546997249126
Updating animator play animation clip, playable time is 1.74546997249126
Updating animator play animation clip, playable time is 1.74546997249126
Updating animator play animation clip, playable time is 1.75152442464605
Updating animator play animation clip, playable time is 1.75152442464605
Updating animator play animation clip, playable time is 1.75152442464605
Updating animator play animation clip, playable time is 1.75757887680084
Updating animator play animation clip, playable time is 1.75757887680084
Updating animator play animation clip, playable time is 1.75757887680084
Updating animator play animation clip, playable time is 1.76364697283134
Updating animator play animation clip, playable time is 1.76364697283134
Updating animator play animation clip, playable time is 1.76364697283134
Updating animator play animation clip, playable time is 1.76971007278189
Updating animator play animation clip, playable time is 1.76971007278189
Updating animator play animation clip, playable time is 1.76971007278189
Updating animator play animation clip, playable time is 1.77576452493668
Updating animator play animation clip, playable time is 1.77576452493668
Updating animator play animation clip, playable time is 1.77576452493668
Updating animator play animation clip, playable time is 1.78181897709146
Updating animator play animation clip, playable time is 1.78181897709146
Updating animator play animation clip, playable time is 1.78181897709146
Updating animator play animation clip, playable time is 1.78788977302611
Updating animator play animation clip, playable time is 1.78788977302611
Updating animator play animation clip, playable time is 1.78788977302611
Updating animator play animation clip, playable time is 1.79395207297057
Updating animator play animation clip, playable time is 1.79395207297057
Updating animator play animation clip, playable time is 1.79395207297057
Updating animator play animation clip, playable time is 1.80000652512535
Updating animator play animation clip, playable time is 1.80000652512535
Updating animator play animation clip, playable time is 1.80000652512535
Updating animator play animation clip, playable time is 1.80606097728014
Updating animator play animation clip, playable time is 1.80606097728014
Updating animator play animation clip, playable time is 1.80606097728014
Updating animator play animation clip, playable time is 1.81213027331978
Updating animator play animation clip, playable time is 1.81213027331978
Updating animator play animation clip, playable time is 1.81213027331978
Updating animator play animation clip, playable time is 1.81818472547457
Updating animator play animation clip, playable time is 1.81818472547457
Updating animator play animation clip, playable time is 1.81818472547457
Updating animator play animation clip, playable time is 1.82423917762935
Updating animator play animation clip, playable time is 1.82423917762935
Updating animator play animation clip, playable time is 1.82423917762935
Updating animator play animation clip, playable time is 1.8303105738014
Updating animator play animation clip, playable time is 1.8303105738014
Updating animator play animation clip, playable time is 1.8303105738014
Updating animator play animation clip, playable time is 1.83637367375195
Updating animator play animation clip, playable time is 1.83637367375195
Updating animator play animation clip, playable time is 1.83637367375195
Updating animator play animation clip, playable time is 1.84242812590674
Updating animator play animation clip, playable time is 1.84242812590674
Updating animator play animation clip, playable time is 1.84242812590674
Updating animator play animation clip, playable time is 1.84848257806152
Updating animator play animation clip, playable time is 1.84848257806152
Updating animator play animation clip, playable time is 1.84848257806152
Updating animator play animation clip, playable time is 1.85454707406461
Updating animator play animation clip, playable time is 1.85454707406461
Updating animator play animation clip, playable time is 1.85454707406461
Updating animator play animation clip, playable time is 1.8606015262194
Updating animator play animation clip, playable time is 1.8606015262194
Updating animator play animation clip, playable time is 1.8606015262194
Updating animator play animation clip, playable time is 1.86665597837418
Updating animator play animation clip, playable time is 1.86665597837418
Updating animator play animation clip, playable time is 1.86665597837418
Updating animator play animation clip, playable time is 1.87271987460554
Updating animator play animation clip, playable time is 1.87271987460554
Updating animator play animation clip, playable time is 1.87271987460554
Updating animator play animation clip, playable time is 1.87877432676032
Updating animator play animation clip, playable time is 1.87877432676032
Updating animator play animation clip, playable time is 1.87877432676032
Updating animator play animation clip, playable time is 1.88484197482467
Updating animator play animation clip, playable time is 1.88484197482467
Updating animator play animation clip, playable time is 1.88484197482467
Updating animator play animation clip, playable time is 1.89089642697945
Updating animator play animation clip, playable time is 1.89089642697945
Updating animator play animation clip, playable time is 1.89089642697945
Updating animator play animation clip, playable time is 1.89695087913424
Updating animator play animation clip, playable time is 1.89695087913424
Updating animator play animation clip, playable time is 1.89695087913424
Updating animator play animation clip, playable time is 1.90302147530019
Updating animator play animation clip, playable time is 1.90302147530019
Updating animator play animation clip, playable time is 1.90302147530019
Updating animator play animation clip, playable time is 1.90907592745498
Updating animator play animation clip, playable time is 1.90907592745498
Updating animator play animation clip, playable time is 1.90907592745498
Updating animator play animation clip, playable time is 1.91513037960976
Updating animator play animation clip, playable time is 1.91513037960976
Updating animator play animation clip, playable time is 1.91513037960976
Updating animator play animation clip, playable time is 1.92118483176455
Updating animator play animation clip, playable time is 1.92118483176455
Updating animator play animation clip, playable time is 1.92118483176455
Updating animator play animation clip, playable time is 1.92723928391933
Updating animator play animation clip, playable time is 1.92723928391933
Updating animator play animation clip, playable time is 1.92723928391933
Updating animator play animation clip, playable time is 1.93333427608013
Updating animator play animation clip, playable time is 1.93333427608013
Updating animator play animation clip, playable time is 1.93333427608013
Updating animator play animation clip, playable time is 1.93938872823492
Updating animator play animation clip, playable time is 1.93938872823492
Updating animator play animation clip, playable time is 1.93938872823492
Updating animator play animation clip, playable time is 1.9454431803897
Updating animator play animation clip, playable time is 1.9454431803897
Updating animator play animation clip, playable time is 1.9454431803897
Updating animator play animation clip, playable time is 1.95151307620108
Updating animator play animation clip, playable time is 1.95151307620108
Updating animator play animation clip, playable time is 1.95151307620108
Updating animator play animation clip, playable time is 1.95756752835587
Updating animator play animation clip, playable time is 1.95756752835587
Updating animator play animation clip, playable time is 1.95756752835587
Updating animator play animation clip, playable time is 1.96363057615235
Updating animator play animation clip, playable time is 1.96363057615235
Updating animator play animation clip, playable time is 1.96363057615235
Updating animator play animation clip, playable time is 1.96970547595993
Updating animator play animation clip, playable time is 1.96970547595993
Updating animator play animation clip, playable time is 1.96970547595993
Updating animator play animation clip, playable time is 1.97575992811471
Updating animator play animation clip, playable time is 1.97575992811471
Updating animator play animation clip, playable time is 1.97575992811471
Updating animator play animation clip, playable time is 1.98182727629319
Updating animator play animation clip, playable time is 1.98182727629319
Updating animator play animation clip, playable time is 1.98182727629319
Updating animator play animation clip, playable time is 1.98789387615398
Updating animator play animation clip, playable time is 1.98789387615398
Updating animator play animation clip, playable time is 1.98789387615398
Updating animator play animation clip, playable time is 1.99394832830876
Updating animator play animation clip, playable time is 1.99394832830876
Updating animator play animation clip, playable time is 1.99394832830876
Updating animator play animation clip, playable time is 2.00000278046355
Updating animator play animation clip, playable time is 2.00000278046355
Updating animator play animation clip, playable time is 2.00000278046355
Updating animator play animation clip, playable time is 2.00605723261833
Updating animator play animation clip, playable time is 2.00605723261833
Updating animator play animation clip, playable time is 2.00605723261833
Updating animator play animation clip, playable time is 2.01211168477312
Updating animator play animation clip, playable time is 2.01211168477312
Updating animator play animation clip, playable time is 2.01211168477312
Updating animator play animation clip, playable time is 2.0181884765625
Updating animator play animation clip, playable time is 2.0181884765625
Updating animator play animation clip, playable time is 2.0181884765625
Updating animator play animation clip, playable time is 2.02425127662718
Updating animator play animation clip, playable time is 2.02425127662718
Updating animator play animation clip, playable time is 2.02425127662718
Updating animator play animation clip, playable time is 2.03030572878197
Updating animator play animation clip, playable time is 2.03030572878197
Updating animator play animation clip, playable time is 2.03030572878197
Updating animator play animation clip, playable time is 2.03636018093675
Updating animator play animation clip, playable time is 2.03636018093675
Updating animator play animation clip, playable time is 2.03636018093675
Updating animator play animation clip, playable time is 2.04243167676032
Updating animator play animation clip, playable time is 2.04243167676032
Updating animator play animation clip, playable time is 2.04243167676032
Updating animator play animation clip, playable time is 2.0484861289151
Updating animator play animation clip, playable time is 2.0484861289151
Updating animator play animation clip, playable time is 2.0484861289151
Updating animator play animation clip, playable time is 2.0545533769764
Updating animator play animation clip, playable time is 2.0545533769764
Updating animator play animation clip, playable time is 2.0545533769764
Updating animator play animation clip, playable time is 2.06060782913119
Updating animator play animation clip, playable time is 2.06060782913119
Updating animator play animation clip, playable time is 2.06060782913119
Updating animator play animation clip, playable time is 2.06666228128597
Updating animator play animation clip, playable time is 2.06666228128597
Updating animator play animation clip, playable time is 2.06666228128597
Updating animator play animation clip, playable time is 2.07271673344076
Updating animator play animation clip, playable time is 2.07271673344076
Updating animator play animation clip, playable time is 2.07271673344076
Updating animator play animation clip, playable time is 2.07877118559554
Updating animator play animation clip, playable time is 2.07877118559554
Updating animator play animation clip, playable time is 2.07877118559554
Updating animator play animation clip, playable time is 2.08483517775312
Updating animator play animation clip, playable time is 2.08483517775312
Updating animator play animation clip, playable time is 2.08483517775312
Updating animator play animation clip, playable time is 2.09091587783769
Updating animator play animation clip, playable time is 2.09091587783769
Updating animator play animation clip, playable time is 2.09091587783769
Updating animator play animation clip, playable time is 2.09697032999247
Updating animator play animation clip, playable time is 2.09697032999247
Updating animator play animation clip, playable time is 2.09697032999247
Updating animator play animation clip, playable time is 2.10303387790918
Updating animator play animation clip, playable time is 2.10303387790918
Updating animator play animation clip, playable time is 2.10303387790918
Updating animator play animation clip, playable time is 2.10908833006397
Updating animator play animation clip, playable time is 2.10908833006397
Updating animator play animation clip, playable time is 2.10908833006397
Updating animator play animation clip, playable time is 2.11514278221875
Updating animator play animation clip, playable time is 2.11514278221875
Updating animator play animation clip, playable time is 2.11514278221875
Updating animator play animation clip, playable time is 2.12119723437354
Updating animator play animation clip, playable time is 2.12119723437354
Updating animator play animation clip, playable time is 2.12119723437354
Updating animator play animation clip, playable time is 2.12726317858323
Updating animator play animation clip, playable time is 2.12726317858323
Updating animator play animation clip, playable time is 2.12726317858323
Updating animator play animation clip, playable time is 2.13334017852321
Updating animator play animation clip, playable time is 2.13334017852321
Updating animator play animation clip, playable time is 2.13334017852321
Updating animator play animation clip, playable time is 2.139394630678
Updating animator play animation clip, playable time is 2.139394630678
Updating animator play animation clip, playable time is 2.139394630678
Updating animator play animation clip, playable time is 2.14544908283278
Updating animator play animation clip, playable time is 2.14544908283278
Updating animator play animation clip, playable time is 2.14544908283278
Updating animator play animation clip, playable time is 2.15150353498757
Updating animator play animation clip, playable time is 2.15150353498757
Updating animator play animation clip, playable time is 2.15150353498757
Updating animator play animation clip, playable time is 2.15755798714235
Updating animator play animation clip, playable time is 2.15755798714235
Updating animator play animation clip, playable time is 2.15755798714235
Updating animator play animation clip, playable time is 2.16364357899874
Updating animator play animation clip, playable time is 2.16364357899874
Updating animator play animation clip, playable time is 2.16364357899874
Updating animator play animation clip, playable time is 2.16969803115353
Updating animator play animation clip, playable time is 2.16969803115353
Updating animator play animation clip, playable time is 2.16969803115353
Updating animator play animation clip, playable time is 2.17576177930459
Updating animator play animation clip, playable time is 2.17576177930459
Updating animator play animation clip, playable time is 2.17576177930459
Updating animator play animation clip, playable time is 2.18182277912274
Updating animator play animation clip, playable time is 2.18182277912274
Updating animator play animation clip, playable time is 2.18182277912274
Updating animator play animation clip, playable time is 2.18788377894089
Updating animator play animation clip, playable time is 2.18788377894089
Updating animator play animation clip, playable time is 2.18788377894089
Updating animator play animation clip, playable time is 2.19393823109567
Updating animator play animation clip, playable time is 2.19393823109567
Updating animator play animation clip, playable time is 2.19393823109567
Updating animator play animation clip, playable time is 2.19999268325046
Updating animator play animation clip, playable time is 2.19999268325046
Updating animator play animation clip, playable time is 2.19999268325046
Updating animator play animation clip, playable time is 2.2060648794286
Updating animator play animation clip, playable time is 2.2060648794286
Updating animator play animation clip, playable time is 2.2060648794286
Updating animator play animation clip, playable time is 2.21211933158338
Updating animator play animation clip, playable time is 2.21211933158338
Updating animator play animation clip, playable time is 2.21211933158338
Updating animator play animation clip, playable time is 2.21817378373817
Updating animator play animation clip, playable time is 2.21817378373817
Updating animator play animation clip, playable time is 2.21817378373817
Updating animator play animation clip, playable time is 2.22422823589295
Updating animator play animation clip, playable time is 2.22422823589295
Updating animator play animation clip, playable time is 2.22422823589295
Updating animator play animation clip, playable time is 2.23029138008133
Updating animator play animation clip, playable time is 2.23029138008133
Updating animator play animation clip, playable time is 2.23029138008133
Updating animator play animation clip, playable time is 2.23636738024652
Updating animator play animation clip, playable time is 2.23636738024652
Updating animator play animation clip, playable time is 2.23636738024652
Updating animator play animation clip, playable time is 2.24242183240131
Updating animator play animation clip, playable time is 2.24242183240131
Updating animator play animation clip, playable time is 2.24242183240131
Updating animator play animation clip, playable time is 2.24848728021607
Updating animator play animation clip, playable time is 2.24848728021607
Updating animator play animation clip, playable time is 2.24848728021607
Updating animator play animation clip, playable time is 2.25454173237085
Updating animator play animation clip, playable time is 2.25454173237085
Updating animator play animation clip, playable time is 2.25454173237085
Updating animator play animation clip, playable time is 2.26059618452564
Updating animator play animation clip, playable time is 2.26059618452564
Updating animator play animation clip, playable time is 2.26059618452564
Updating animator play animation clip, playable time is 2.26665063668042
Updating animator play animation clip, playable time is 2.26665063668042
Updating animator play animation clip, playable time is 2.26665063668042
Updating animator play animation clip, playable time is 2.27270508883521
Updating animator play animation clip, playable time is 2.27270508883521
Updating animator play animation clip, playable time is 2.27270508883521
Updating animator play animation clip, playable time is 2.27877348102629
Updating animator play animation clip, playable time is 2.27877348102629
Updating animator play animation clip, playable time is 2.27877348102629
Updating animator play animation clip, playable time is 2.28484948119149
Updating animator play animation clip, playable time is 2.28484948119149
Updating animator play animation clip, playable time is 2.28484948119149
Updating animator play animation clip, playable time is 2.29091218113899
Updating animator play animation clip, playable time is 2.29091218113899
Updating animator play animation clip, playable time is 2.29091218113899
Updating animator play animation clip, playable time is 2.29696663329378
Updating animator play animation clip, playable time is 2.29696663329378
Updating animator play animation clip, playable time is 2.29696663329378
Updating animator play animation clip, playable time is 2.30303458124399
Updating animator play animation clip, playable time is 2.30303458124399
Updating animator play animation clip, playable time is 2.30303458124399
Updating animator play animation clip, playable time is 2.30910588102415
Updating animator play animation clip, playable time is 2.30910588102415
Updating animator play animation clip, playable time is 2.30910588102415
Updating animator play animation clip, playable time is 2.31516033317894
Updating animator play animation clip, playable time is 2.31516033317894
Updating animator play animation clip, playable time is 2.31516033317894
Updating animator play animation clip, playable time is 2.32121478533372
Updating animator play animation clip, playable time is 2.32121478533372
Updating animator play animation clip, playable time is 2.32121478533372
Updating animator play animation clip, playable time is 2.32726923748851
Updating animator play animation clip, playable time is 2.32726923748851
Updating animator play animation clip, playable time is 2.32726923748851
Updating animator play animation clip, playable time is 2.33332368964329
Updating animator play animation clip, playable time is 2.33332368964329
Updating animator play animation clip, playable time is 2.33332368964329
Updating animator play animation clip, playable time is 2.33937814179808
Updating animator play animation clip, playable time is 2.33937814179808
Updating animator play animation clip, playable time is 2.33937814179808
Updating animator play animation clip, playable time is 2.34545658202842
Updating animator play animation clip, playable time is 2.34545658202842
Updating animator play animation clip, playable time is 2.34545658202842
Updating animator play animation clip, playable time is 2.3515110341832
Updating animator play animation clip, playable time is 2.3515110341832
Updating animator play animation clip, playable time is 2.3515110341832
Updating animator play animation clip, playable time is 2.35758168203756
Updating animator play animation clip, playable time is 2.35758168203756
Updating animator play animation clip, playable time is 2.35758168203756
Updating animator play animation clip, playable time is 2.36364588188007
Updating animator play animation clip, playable time is 2.36364588188007
Updating animator play animation clip, playable time is 2.36364588188007
Updating animator play animation clip, playable time is 2.36974748177454
Updating animator play animation clip, playable time is 2.36974748177454
Updating animator play animation clip, playable time is 2.36974748177454
Updating animator play animation clip, playable time is 2.37580193392932
Updating animator play animation clip, playable time is 2.37580193392932
Updating animator play animation clip, playable time is 2.37580193392932
Updating animator play animation clip, playable time is 2.38185638608411
Updating animator play animation clip, playable time is 2.38185638608411
Updating animator play animation clip, playable time is 2.38185638608411
Updating animator play animation clip, playable time is 2.38791083823889
Updating animator play animation clip, playable time is 2.38791083823889
Updating animator play animation clip, playable time is 2.38791083823889
Updating animator play animation clip, playable time is 2.39396529039368
Updating animator play animation clip, playable time is 2.39396529039368
Updating animator play animation clip, playable time is 2.39396529039368
Updating animator play animation clip, playable time is 2.40001974254847
Updating animator play animation clip, playable time is 2.40001974254847
Updating animator play animation clip, playable time is 2.40001974254847
Updating animator play animation clip, playable time is 2.40607419470325
Updating animator play animation clip, playable time is 2.40607419470325
Updating animator play animation clip, playable time is 2.40607419470325
Updating animator play animation clip, playable time is 2.41212864685804
Updating animator play animation clip, playable time is 2.41212864685804
Updating animator play animation clip, playable time is 2.41212864685804
Updating animator play animation clip, playable time is 2.41818309901282
Updating animator play animation clip, playable time is 2.41818309901282
Updating animator play animation clip, playable time is 2.41818309901282
Updating animator play animation clip, playable time is 2.42423755116761
Updating animator play animation clip, playable time is 2.42423755116761
Updating animator play animation clip, playable time is 2.42423755116761
Updating animator play animation clip, playable time is 2.43029200332239
Updating animator play animation clip, playable time is 2.43029200332239
Updating animator play animation clip, playable time is 2.43029200332239
Updating animator play animation clip, playable time is 2.43634645547718
Updating animator play animation clip, playable time is 2.43634645547718
Updating animator play animation clip, playable time is 2.43634645547718
Updating animator play animation clip, playable time is 2.44240090763196
Updating animator play animation clip, playable time is 2.44240090763196
Updating animator play animation clip, playable time is 2.44240090763196
Updating animator play animation clip, playable time is 2.44845535978675
Updating animator play animation clip, playable time is 2.44845535978675
Updating animator play animation clip, playable time is 2.44845535978675
Updating animator play animation clip, playable time is 2.45455218385905
Updating animator play animation clip, playable time is 2.45455218385905
Updating animator play animation clip, playable time is 2.45455218385905
Updating animator play animation clip, playable time is 2.46060663601384
Updating animator play animation clip, playable time is 2.46060663601384
Updating animator play animation clip, playable time is 2.46060663601384
Updating animator play animation clip, playable time is 2.46666958415881
Updating animator play animation clip, playable time is 2.46666958415881
Updating animator play animation clip, playable time is 2.46666958415881
Updating animator play animation clip, playable time is 2.47272403631359
Updating animator play animation clip, playable time is 2.47272403631359
Updating animator play animation clip, playable time is 2.47272403631359
Updating animator play animation clip, playable time is 2.47877848846838
Updating animator play animation clip, playable time is 2.47877848846838
Updating animator play animation clip, playable time is 2.47877848846838
Updating animator play animation clip, playable time is 2.48483294062316
Updating animator play animation clip, playable time is 2.48483294062316
Updating animator play animation clip, playable time is 2.48483294062316
Updating animator play animation clip, playable time is 2.49088739277795
Updating animator play animation clip, playable time is 2.49088739277795
Updating animator play animation clip, playable time is 2.49088739277795
Updating animator play animation clip, playable time is 2.49694184493273
Updating animator play animation clip, playable time is 2.49694184493273
Updating animator play animation clip, playable time is 2.49694184493273
Updating animator play animation clip, playable time is 2.50301818503067
Updating animator play animation clip, playable time is 2.50301818503067
Updating animator play animation clip, playable time is 2.50301818503067
Updating animator play animation clip, playable time is 2.50909148482606
Updating animator play animation clip, playable time is 2.50909148482606
Updating animator play animation clip, playable time is 2.50909148482606
Updating animator play animation clip, playable time is 2.51514593698084
Updating animator play animation clip, playable time is 2.51514593698084
Updating animator play animation clip, playable time is 2.51514593698084
Updating animator play animation clip, playable time is 2.5212098849006
Updating animator play animation clip, playable time is 2.5212098849006
Updating animator play animation clip, playable time is 2.5212098849006
Updating animator play animation clip, playable time is 2.52726433705539
Updating animator play animation clip, playable time is 2.52726433705539
Updating animator play animation clip, playable time is 2.52726433705539
Updating animator play animation clip, playable time is 2.53331878921017
Updating animator play animation clip, playable time is 2.53331878921017
Updating animator play animation clip, playable time is 2.53331878921017
Updating animator play animation clip, playable time is 2.5393940852955
Updating animator play animation clip, playable time is 2.5393940852955
Updating animator play animation clip, playable time is 2.5393940852955
Updating animator play animation clip, playable time is 2.54544853745028
Updating animator play animation clip, playable time is 2.54544853745028
Updating animator play animation clip, playable time is 2.54544853745028
Updating animator play animation clip, playable time is 2.55755378538743
Updating animator play animation clip, playable time is 2.55755378538743
Updating animator play animation clip, playable time is 2.55755378538743
Updating animator play animation clip, playable time is 2.56360823754221
Updating animator play animation clip, playable time is 2.56360823754221
Updating animator play animation clip, playable time is 2.56360823754221
Updating animator play animation clip, playable time is 2.56969868531451
Updating animator play animation clip, playable time is 2.56969868531451
Updating animator play animation clip, playable time is 2.56969868531451
Updating animator play animation clip, playable time is 2.57575313746929
Updating animator play animation clip, playable time is 2.57575313746929
Updating animator play animation clip, playable time is 2.57575313746929
Updating animator play animation clip, playable time is 2.58180758962408
Updating animator play animation clip, playable time is 2.58180758962408
Updating animator play animation clip, playable time is 2.58180758962408
Updating animator play animation clip, playable time is 2.58786204177886
Updating animator play animation clip, playable time is 2.58786204177886
Updating animator play animation clip, playable time is 2.58786204177886
Updating animator play animation clip, playable time is 2.59391649393365
Updating animator play animation clip, playable time is 2.59391649393365
Updating animator play animation clip, playable time is 2.59391649393365
Updating animator play animation clip, playable time is 2.59997094608843
Updating animator play animation clip, playable time is 2.59997094608843
Updating animator play animation clip, playable time is 2.59997094608843
Updating animator play animation clip, playable time is 2.60602539824322
Updating animator play animation clip, playable time is 2.60602539824322
Updating animator play animation clip, playable time is 2.60602539824322
Updating animator play animation clip, playable time is 2.61211908608675
Updating animator play animation clip, playable time is 2.61211908608675
Updating animator play animation clip, playable time is 2.61211908608675
Updating animator play animation clip, playable time is 2.61818058602512
Updating animator play animation clip, playable time is 2.61818058602512
Updating animator play animation clip, playable time is 2.61818058602512
Updating animator play animation clip, playable time is 2.62424138607457
Updating animator play animation clip, playable time is 2.62424138607457
Updating animator play animation clip, playable time is 2.62424138607457
Updating animator play animation clip, playable time is 2.63029583822936
Updating animator play animation clip, playable time is 2.63029583822936
Updating animator play animation clip, playable time is 2.63029583822936
Updating animator play animation clip, playable time is 2.63635029038414
Updating animator play animation clip, playable time is 2.63635029038414
Updating animator play animation clip, playable time is 2.63635029038414
Updating animator play animation clip, playable time is 2.64240474253893
Updating animator play animation clip, playable time is 2.64240474253893
Updating animator play animation clip, playable time is 2.64240474253893
Updating animator play animation clip, playable time is 2.64845919469371
Updating animator play animation clip, playable time is 2.64845919469371
Updating animator play animation clip, playable time is 2.64845919469371
Updating animator play animation clip, playable time is 2.65453748684376
Updating animator play animation clip, playable time is 2.65453748684376
Updating animator play animation clip, playable time is 2.65453748684376
Updating animator play animation clip, playable time is 2.66059193899855
Updating animator play animation clip, playable time is 2.66059193899855
Updating animator play animation clip, playable time is 2.66059193899855
Updating animator play animation clip, playable time is 2.66664639115334
Updating animator play animation clip, playable time is 2.66664639115334
Updating animator play animation clip, playable time is 2.66664639115334
Updating animator play animation clip, playable time is 2.67270084330812
Updating animator play animation clip, playable time is 2.67270084330812
Updating animator play animation clip, playable time is 2.67270084330812
Updating animator play animation clip, playable time is 2.67877788748592
Updating animator play animation clip, playable time is 2.67877788748592
Updating animator play animation clip, playable time is 2.67877788748592
Updating animator play animation clip, playable time is 2.68483233964071
Updating animator play animation clip, playable time is 2.68483233964071
Updating animator play animation clip, playable time is 2.68483233964071
Updating animator play animation clip, playable time is 2.69090578751639
Updating animator play animation clip, playable time is 2.69090578751639
Updating animator play animation clip, playable time is 2.69090578751639
Updating animator play animation clip, playable time is 2.69696023967117
Updating animator play animation clip, playable time is 2.69696023967117
Updating animator play animation clip, playable time is 2.69696023967117
Updating animator play animation clip, playable time is 2.70301469182596
Updating animator play animation clip, playable time is 2.70301469182596
Updating animator play animation clip, playable time is 2.70301469182596
Updating animator play animation clip, playable time is 2.70906914398074
Updating animator play animation clip, playable time is 2.70906914398074
Updating animator play animation clip, playable time is 2.70906914398074
Updating animator play animation clip, playable time is 2.71512359613553
Updating animator play animation clip, playable time is 2.71512359613553
Updating animator play animation clip, playable time is 2.71512359613553
Updating animator play animation clip, playable time is 2.72118908818811
Updating animator play animation clip, playable time is 2.72118908818811
Updating animator play animation clip, playable time is 2.72118908818811
Updating animator play animation clip, playable time is 2.7272435403429
Updating animator play animation clip, playable time is 2.7272435403429
Updating animator play animation clip, playable time is 2.7272435403429
Updating animator play animation clip, playable time is 2.73331098817289
Updating animator play animation clip, playable time is 2.73331098817289
Updating animator play animation clip, playable time is 2.73331098817289
Updating animator play animation clip, playable time is 2.73936544032767
Updating animator play animation clip, playable time is 2.73936544032767
Updating animator play animation clip, playable time is 2.73936544032767
Updating animator play animation clip, playable time is 2.74545228853822
Updating animator play animation clip, playable time is 2.74545228853822
Updating animator play animation clip, playable time is 2.74545228853822
Updating animator play animation clip, playable time is 2.75151698850095
Updating animator play animation clip, playable time is 2.75151698850095
Updating animator play animation clip, playable time is 2.75151698850095
Updating animator play animation clip, playable time is 2.75757144065574
Updating animator play animation clip, playable time is 2.75757144065574
Updating animator play animation clip, playable time is 2.75757144065574
Updating animator play animation clip, playable time is 2.76363438880071
Updating animator play animation clip, playable time is 2.76363438880071
Updating animator play animation clip, playable time is 2.76363438880071
Updating animator play animation clip, playable time is 2.7696888409555
Updating animator play animation clip, playable time is 2.7696888409555
Updating animator play animation clip, playable time is 2.7696888409555
Updating animator play animation clip, playable time is 2.77574329311028
Updating animator play animation clip, playable time is 2.77574329311028
Updating animator play animation clip, playable time is 2.77574329311028
Updating animator play animation clip, playable time is 2.78181578917429
Updating animator play animation clip, playable time is 2.78181578917429
Updating animator play animation clip, playable time is 2.78181578917429
Updating animator play animation clip, playable time is 2.78787024132907
Updating animator play animation clip, playable time is 2.78787024132907
Updating animator play animation clip, playable time is 2.78787024132907
Updating animator play animation clip, playable time is 2.79393558949232
Updating animator play animation clip, playable time is 2.79393558949232
Updating animator play animation clip, playable time is 2.79393558949232
Updating animator play animation clip, playable time is 2.79999004164711
Updating animator play animation clip, playable time is 2.79999004164711
Updating animator play animation clip, playable time is 2.79999004164711
Updating animator play animation clip, playable time is 2.80604449380189
Updating animator play animation clip, playable time is 2.80604449380189
Updating animator play animation clip, playable time is 2.80604449380189
Updating animator play animation clip, playable time is 2.81209894595668
Updating animator play animation clip, playable time is 2.81209894595668
Updating animator play animation clip, playable time is 2.81209894595668
Updating animator play animation clip, playable time is 2.81815339811146
Updating animator play animation clip, playable time is 2.81815339811146
Updating animator play animation clip, playable time is 2.81815339811146
Updating animator play animation clip, playable time is 2.82423849031329
Updating animator play animation clip, playable time is 2.82423849031329
Updating animator play animation clip, playable time is 2.82423849031329
Updating animator play animation clip, playable time is 2.83030529040843
Updating animator play animation clip, playable time is 2.83030529040843
Updating animator play animation clip, playable time is 2.83030529040843
Updating animator play animation clip, playable time is 2.83635974256322
Updating animator play animation clip, playable time is 2.83635974256322
Updating animator play animation clip, playable time is 2.83635974256322
Updating animator play animation clip, playable time is 2.84242089046165
Updating animator play animation clip, playable time is 2.84242089046165
Updating animator play animation clip, playable time is 2.84242089046165
Updating animator play animation clip, playable time is 2.84847534261644
Updating animator play animation clip, playable time is 2.84847534261644
Updating animator play animation clip, playable time is 2.84847534261644
Updating animator play animation clip, playable time is 2.85454019065946
Updating animator play animation clip, playable time is 2.85454019065946
Updating animator play animation clip, playable time is 2.85454019065946
Updating animator play animation clip, playable time is 2.86059464281425
Updating animator play animation clip, playable time is 2.86059464281425
Updating animator play animation clip, playable time is 2.86059464281425
Updating animator play animation clip, playable time is 2.86664909496903
Updating animator play animation clip, playable time is 2.86664909496903
Updating animator play animation clip, playable time is 2.86664909496903
Updating animator play animation clip, playable time is 2.87270354712382
Updating animator play animation clip, playable time is 2.87270354712382
Updating animator play animation clip, playable time is 2.87270354712382
Updating animator play animation clip, playable time is 2.8787579992786
Updating animator play animation clip, playable time is 2.8787579992786
Updating animator play animation clip, playable time is 2.8787579992786
Updating animator play animation clip, playable time is 2.88481245143339
Updating animator play animation clip, playable time is 2.88481245143339
Updating animator play animation clip, playable time is 2.88481245143339
Updating animator play animation clip, playable time is 2.89088229136541
Updating animator play animation clip, playable time is 2.89088229136541
Updating animator play animation clip, playable time is 2.89088229136541
Updating animator play animation clip, playable time is 2.8969367435202
Updating animator play animation clip, playable time is 2.8969367435202
Updating animator play animation clip, playable time is 2.8969367435202
Updating animator play animation clip, playable time is 2.90302309161052
Updating animator play animation clip, playable time is 2.90302309161052
Updating animator play animation clip, playable time is 2.90302309161052
Updating animator play animation clip, playable time is 2.90907754376531
Updating animator play animation clip, playable time is 2.90907754376531
Updating animator play animation clip, playable time is 2.90907754376531
Updating animator play animation clip, playable time is 2.91513199592009
Updating animator play animation clip, playable time is 2.91513199592009
Updating animator play animation clip, playable time is 2.91513199592009
Updating animator play animation clip, playable time is 2.92120959190652
Updating animator play animation clip, playable time is 2.92120959190652
Updating animator play animation clip, playable time is 2.92120959190652
Updating animator play animation clip, playable time is 2.9272640440613
Updating animator play animation clip, playable time is 2.9272640440613
Updating animator play animation clip, playable time is 2.9272640440613
Updating animator play animation clip, playable time is 2.93332619220018
Updating animator play animation clip, playable time is 2.93332619220018
Updating animator play animation clip, playable time is 2.93332619220018
Updating animator play animation clip, playable time is 2.93938789237291
Updating animator play animation clip, playable time is 2.93938789237291
Updating animator play animation clip, playable time is 2.93938789237291
Updating animator play animation clip, playable time is 2.94544234452769
Updating animator play animation clip, playable time is 2.94544234452769
Updating animator play animation clip, playable time is 2.94544234452769
Updating animator play animation clip, playable time is 2.95150849269703
Updating animator play animation clip, playable time is 2.95150849269703
Updating animator play animation clip, playable time is 2.95150849269703
Updating animator play animation clip, playable time is 2.95756294485182
Updating animator play animation clip, playable time is 2.95756294485182
Updating animator play animation clip, playable time is 2.95756294485182
Updating animator play animation clip, playable time is 2.96362829301506
Updating animator play animation clip, playable time is 2.96362829301506
Updating animator play animation clip, playable time is 2.96362829301506
Updating animator play animation clip, playable time is 2.96968274516985
Updating animator play animation clip, playable time is 2.96968274516985
Updating animator play animation clip, playable time is 2.96968274516985
Updating animator play animation clip, playable time is 2.97575109312311
Updating animator play animation clip, playable time is 2.97575109312311
Updating animator play animation clip, playable time is 2.97575109312311
Updating animator play animation clip, playable time is 2.98181329295039
Updating animator play animation clip, playable time is 2.98181329295039
Updating animator play animation clip, playable time is 2.98181329295039
Updating animator play animation clip, playable time is 2.98786774510518
Updating animator play animation clip, playable time is 2.98786774510518
Updating animator play animation clip, playable time is 2.98786774510518
Updating animator play animation clip, playable time is 2.99392219725996
Updating animator play animation clip, playable time is 2.99392219725996
Updating animator play animation clip, playable time is 2.99392219725996
Updating animator play animation clip, playable time is 2.99999289307743
Updating animator play animation clip, playable time is 2.99999289307743
Updating animator play animation clip, playable time is 2.99999289307743
Updating animator play animation clip, playable time is 3.00605429289863
Updating animator play animation clip, playable time is 3.00605429289863
Updating animator play animation clip, playable time is 3.00605429289863
DESPAWNING!!!!
Chest Level: 10
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
awarded keys
Save called for path cq3_autosave0.dat
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Flat_Starfish_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 159288.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
Spawing in
Spawing in
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 160214.
To disable this warning, set '[Link] = false;'.
grid num -1
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 160372.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 160689.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 160757.
To disable this warning, set '[Link] = false;'.
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
charging is false
charging is false
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 161180.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
charging is false
DESPAWNING!!!!
charging is false
charging is false
charging is false
charging is false
charging is false
DESPAWNING!!!!
charging is false
Deaggro set destination
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Deaggro set destination
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
charging is false
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest Purrier Reef Treasure Hint Savepoint!
Save called for path cq3_autosave0.dat
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Save called for path cq3_autosave0.dat
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
DESPAWNING!!!!
Deaggro set destination
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Deaggro set destination
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
charging is false
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
charging is false
charging is false
charging is false
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
DESPAWNING!!!!
charging is false
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_RatBomber_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Updating CameraPresetUICanvases
No point of interests found for quest Castle Ruins!
Save called for path cq3_autosave0.dat
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -24
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Castle_RuinedCastle
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "SceneController/ChestTriggers/ChestTrigger_01/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "SceneController/ChestTriggers/ChestTrigger_02/Chest_Base"
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Updating CameraPresetUICanvases
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Chest Level: 7
awarded keys
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating animator play animation clip, playable time is 0.00605445215478539
Updating animator play animation clip, playable time is 0.0121583002619445
Updating animator play animation clip, playable time is 0.0182127524167299
Updating animator play animation clip, playable time is 0.0242672045715153
Updating animator play animation clip, playable time is 0.0303216567263007
Updating animator play animation clip, playable time is 0.0363761088810861
Updating animator play animation clip, playable time is 0.0424305610358715
Updating animator play animation clip, playable time is 0.0484850131906569
Updating animator play animation clip, playable time is 0.0545520014129579
Updating animator play animation clip, playable time is 0.0606064535677433
Updating animator play animation clip, playable time is 0.0666609057225287
Updating animator play animation clip, playable time is 0.0727153578773141
Updating animator play animation clip, playable time is 0.0787938018329442
Updating animator play animation clip, playable time is 0.0909762014634907
Updating animator play animation clip, playable time is 0.0970306536182761
Updating animator play animation clip, playable time is 0.103085105773062
Updating animator play animation clip, playable time is 0.109139557927847
Updating animator play animation clip, playable time is 0.115194010082632
Updating animator play animation clip, playable time is 0.121248462237418
Updating animator play animation clip, playable time is 0.127302914392203
Updating animator play animation clip, playable time is 0.133357366546988
Updating animator play animation clip, playable time is 0.139411818701774
Updating animator play animation clip, playable time is 0.145466270856559
Updating animator play animation clip, playable time is 0.151520723011345
Updating animator play animation clip, playable time is 0.15757517516613
Updating animator play animation clip, playable time is 0.163629627320915
Updating animator play animation clip, playable time is 0.169699103105813
Updating animator play animation clip, playable time is 0.175753555260599
Updating animator play animation clip, playable time is 0.181816103402525
Updating animator play animation clip, playable time is 0.187870555557311
Updating animator play animation clip, playable time is 0.193925007712096
Updating animator play animation clip, playable time is 0.199993303511292
Updating animator play animation clip, playable time is 0.206070103682578
Updating animator play animation clip, playable time is 0.212155603803694
Updating animator play animation clip, playable time is 0.21821005595848
Updating animator play animation clip, playable time is 0.224264508113265
Updating animator play animation clip, playable time is 0.23031896026805
Updating animator play animation clip, playable time is 0.236373412422836
Updating animator play animation clip, playable time is 0.242427864577621
Updating animator play animation clip, playable time is 0.248482316732407
Updating animator play animation clip, playable time is 0.254536768887192
Updating animator play animation clip, playable time is 0.260591221041977
Updating animator play animation clip, playable time is 0.266655704937875
Updating animator play animation clip, playable time is 0.272710157092661
Updating animator play animation clip, playable time is 0.278775805141777
Updating animator play animation clip, playable time is 0.284843505360186
Updating animator play animation clip, playable time is 0.290909205563366
Updating animator play animation clip, playable time is 0.296963657718152
Updating animator play animation clip, playable time is 0.303018109872937
Updating animator play animation clip, playable time is 0.309088706038892
Updating animator play animation clip, playable time is 0.315143158193678
Updating animator play animation clip, playable time is 0.321213606279343
Updating animator play animation clip, playable time is 0.327268058434129
Updating animator play animation clip, playable time is 0.33333300659433
Updating animator play animation clip, playable time is 0.339387458749115
Updating animator play animation clip, playable time is 0.345441910903901
Updating animator play animation clip, playable time is 0.351496363058686
Updating animator play animation clip, playable time is 0.357575807254761
Updating animator play animation clip, playable time is 0.363630259409547
Updating animator play animation clip, playable time is 0.369684711564332
Updating animator play animation clip, playable time is 0.375739163719118
Updating animator play animation clip, playable time is 0.381808107718825
Updating animator play animation clip, playable time is 0.387876507826149
Updating animator play animation clip, playable time is 0.393930959980935
Updating animator play animation clip, playable time is 0.40000340808183
Updating animator play animation clip, playable time is 0.406057860236615
Updating animator play animation clip, playable time is 0.412157608196139
Updating animator play animation clip, playable time is 0.418212060350925
Updating animator play animation clip, playable time is 0.42426651250571
Updating animator play animation clip, playable time is 0.430320964660496
Updating animator play animation clip, playable time is 0.436375416815281
Updating animator play animation clip, playable time is 0.442429868970066
Updating animator play animation clip, playable time is 0.448484321124852
Updating animator play animation clip, playable time is 0.454538773279637
Updating animator play animation clip, playable time is 0.460593225434422
Updating animator play animation clip, playable time is 0.466655109543353
Updating animator play animation clip, playable time is 0.472709561698139
Updating animator play animation clip, playable time is 0.00606154790148139
Updating animator play animation clip, playable time is 0.0121160000562668
Updating animator play animation clip, playable time is 0.0181704522110522
Updating animator play animation clip, playable time is 0.0242387480102479
Updating animator play animation clip, playable time is 0.0303448480553925
Updating animator play animation clip, playable time is 0.0363993002101779
Updating animator play animation clip, playable time is 0.0424537523649633
Updating animator play animation clip, playable time is 0.0485082045197487
Updating animator play animation clip, playable time is 0.0545626566745341
Updating animator play animation clip, playable time is 0.0606171088293195
Updating animator play animation clip, playable time is 0.0666715609841049
Updating animator play animation clip, playable time is 0.0727260131388903
Updating animator play animation clip, playable time is 0.0787804652936757
Updating animator play animation clip, playable time is 0.0848499494604766
Updating animator play animation clip, playable time is 0.090904401615262
Updating animator play animation clip, playable time is 0.0969588537700474
Updating animator play animation clip, playable time is 0.103013305924833
Updating animator play animation clip, playable time is 0.109081650152802
Updating animator play animation clip, playable time is 0.115147150121629
Updating animator play animation clip, playable time is 0.121201602276415
Updating animator play animation clip, playable time is 0.1272560544312
Updating animator play animation clip, playable time is 0.133325050584972
Updating animator play animation clip, playable time is 0.139390050433576
Updating animator play animation clip, playable time is 0.145444502588362
Updating animator play animation clip, playable time is 0.151507650502026
Updating animator play animation clip, playable time is 0.157573450356722
Updating animator play animation clip, playable time is 0.163627902511507
Updating animator play animation clip, playable time is 0.169682354666293
Updating animator play animation clip, playable time is 0.175747650675476
Updating animator play animation clip, playable time is 0.181823550723493
Updating animator play animation clip, playable time is 0.187878002878278
Updating animator play animation clip, playable time is 0.193932455033064
Updating animator play animation clip, playable time is 0.199986907187849
Updating animator play animation clip, playable time is 0.206041359342635
Updating animator play animation clip, playable time is 0.212116851471364
Updating animator play animation clip, playable time is 0.21817130362615
Updating animator play animation clip, playable time is 0.224238351453096
Updating animator play animation clip, playable time is 0.230346551630646
Updating animator play animation clip, playable time is 0.236401003785431
Updating animator play animation clip, playable time is 0.242455455940217
Updating animator play animation clip, playable time is 0.248509908095002
Updating animator play animation clip, playable time is 0.254564360249788
Updating animator play animation clip, playable time is 0.260618812404573
Updating animator play animation clip, playable time is 0.266673264559358
Updating animator play animation clip, playable time is 0.272727716714144
Updating animator play animation clip, playable time is 0.278782168868929
Updating animator play animation clip, playable time is 0.284836621023715
Updating animator play animation clip, playable time is 0.290900052990764
Updating animator play animation clip, playable time is 0.296964352950454
Updating animator play animation clip, playable time is 0.303018805105239
Updating animator play animation clip, playable time is 0.309088953305036
Updating animator play animation clip, playable time is 0.315143405459821
Updating animator play animation clip, playable time is 0.321197857614607
Updating animator play animation clip, playable time is 0.327262353617698
Updating animator play animation clip, playable time is 0.333316805772483
Updating animator play animation clip, playable time is 0.339371257927269
Updating animator play animation clip, playable time is 0.345441854093224
Updating animator play animation clip, playable time is 0.351496306248009
Updating animator play animation clip, playable time is 0.357565554324538
Updating animator play animation clip, playable time is 0.363620006479323
Updating animator play animation clip, playable time is 0.369674458634108
Updating animator play animation clip, playable time is 0.375742354430258
Updating animator play animation clip, playable time is 0.381796806585044
Updating animator play animation clip, playable time is 0.387869854457676
Updating animator play animation clip, playable time is 0.393924306612462
Updating animator play animation clip, playable time is 0.399990354664624
Updating animator play animation clip, playable time is 0.406055254861712
Updating animator play animation clip, playable time is 0.412116054911166
Updating animator play animation clip, playable time is 0.418170507065952
Updating animator play animation clip, playable time is 0.424224959220737
Updating animator play animation clip, playable time is 0.430341855157167
Updating animator play animation clip, playable time is 0.436396307311952
Updating animator play animation clip, playable time is 0.442450759466738
Updating animator play animation clip, playable time is 0.448505211621523
Updating animator play animation clip, playable time is 0.454559663776308
Updating animator play animation clip, playable time is 0.460614115931094
Updating animator play animation clip, playable time is 0.47276845574379
Updating animator play animation clip, playable time is 0.00605445215478539
Updating animator play animation clip, playable time is 0.0121089043095708
Updating animator play animation clip, playable time is 0.0181633564643562
Updating animator play animation clip, playable time is 0.0242178086191416
Updating animator play animation clip, playable time is 0.030272260773927
Updating animator play animation clip, playable time is 0.0363267129287124
Updating animator play animation clip, playable time is 0.0423811650834978
Updating animator play animation clip, playable time is 0.0484356172382832
Updating animator play animation clip, playable time is 0.0544900693930686
Updating animator play animation clip, playable time is 0.0605605496093631
Updating animator play animation clip, playable time is 0.0666222497820854
Updating animator play animation clip, playable time is 0.0726767019368708
Updating animator play animation clip, playable time is 0.0787311540916562
Updating animator play animation clip, playable time is 0.0848059500567615
Updating animator play animation clip, playable time is 0.0908674499951303
Updating animator play animation clip, playable time is 0.0969219021499157
Updating animator play animation clip, playable time is 0.102976354304701
Updating animator play animation clip, playable time is 0.109030806459486
Updating animator play animation clip, playable time is 0.115104250609875
Updating animator play animation clip, playable time is 0.121166250668466
Updating animator play animation clip, playable time is 0.127229050733149
Updating animator play animation clip, playable time is 0.133283502887934
Updating animator play animation clip, playable time is 0.139352051075548
Updating animator play animation clip, playable time is 0.145406503230333
Updating animator play animation clip, playable time is 0.15151575114578
Updating animator play animation clip, playable time is 0.157570203300565
Updating animator play animation clip, playable time is 0.163624655455351
Updating animator play animation clip, playable time is 0.169679107610136
Updating animator play animation clip, playable time is 0.175733559764922
Updating animator play animation clip, playable time is 0.181788011919707
Updating animator play animation clip, playable time is 0.187842464074492
Updating animator play animation clip, playable time is 0.193896916229278
Updating animator play animation clip, playable time is 0.199951368384063
Updating animator play animation clip, playable time is 0.206005820538849
Updating animator play animation clip, playable time is 0.212067252490669
Updating animator play animation clip, playable time is 0.218138452619314
Updating animator play animation clip, playable time is 0.2241929047741
Updating animator play animation clip, playable time is 0.230254452675581
Updating animator play animation clip, playable time is 0.236308904830366
Updating animator play animation clip, playable time is 0.242363356985152
Updating animator play animation clip, playable time is 0.248445353005081
Updating animator play animation clip, playable time is 0.254499805159867
Updating animator play animation clip, playable time is 0.260554257314652
Updating animator play animation clip, playable time is 0.266608709469438
Updating animator play animation clip, playable time is 0.272678253240883
Updating animator play animation clip, playable time is 0.278732705395669
Updating animator play animation clip, playable time is 0.284787157550454
Updating animator play animation clip, playable time is 0.29084160970524
Updating animator play animation clip, playable time is 0.29691105382517
Updating animator play animation clip, playable time is 0.302965505979955
Updating animator play animation clip, playable time is 0.309041554108262
Updating animator play animation clip, playable time is 0.315096006263047
Updating animator play animation clip, playable time is 0.321165054105222
Updating animator play animation clip, playable time is 0.327225854154676
Updating animator play animation clip, playable time is 0.333280306309462
Updating animator play animation clip, playable time is 0.339345054235309
Updating animator play animation clip, playable time is 0.345399506390095
Updating animator play animation clip, playable time is 0.35152315441519
Updating animator play animation clip, playable time is 0.357577606569976
Updating animator play animation clip, playable time is 0.363632058724761
Updating animator play animation clip, playable time is 0.369686510879546
Updating animator play animation clip, playable time is 0.375740963034332
Updating animator play animation clip, playable time is 0.381795415189117
Updating animator play animation clip, playable time is 0.387849867343903
Updating animator play animation clip, playable time is 0.393904319498688
Updating animator play animation clip, playable time is 0.399958771653473
Updating animator play animation clip, playable time is 0.406013223808259
Updating animator play animation clip, playable time is 0.412067675963044
Updating animator play animation clip, playable time is 0.418135455809534
Updating animator play animation clip, playable time is 0.424189907964319
Updating animator play animation clip, playable time is 0.430244360119104
Updating animator play animation clip, playable time is 0.43629881227389
Updating animator play animation clip, playable time is 0.442374056205153
Updating animator play animation clip, playable time is 0.448428508359939
Updating animator play animation clip, playable time is 0.454482960514724
Updating animator play animation clip, playable time is 0.460562056396157
Updating animator play animation clip, playable time is 0.466616508550942
Updating animator play animation clip, playable time is 0.472670960705727
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
charging is false
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Updating animator play animation clip, playable time is 0.00608769617974758
Updating animator play animation clip, playable time is 0.00608769617974758
Updating animator play animation clip, playable time is 0.012142148334533
Updating animator play animation clip, playable time is 0.012142148334533
Updating animator play animation clip, playable time is 0.0181966004893184
Updating animator play animation clip, playable time is 0.0181966004893184
Updating animator play animation clip, playable time is 0.0242510526441038
Updating animator play animation clip, playable time is 0.0242510526441038
Updating animator play animation clip, playable time is 0.0303214965388179
Updating animator play animation clip, playable time is 0.0303214965388179
Updating animator play animation clip, playable time is 0.0363850966095924
Updating animator play animation clip, playable time is 0.0363850966095924
Updating animator play animation clip, playable time is 0.0424395487643778
Updating animator play animation clip, playable time is 0.0424395487643778
Updating animator play animation clip, playable time is 0.0484940009191632
Updating animator play animation clip, playable time is 0.0484940009191632
Updating animator play animation clip, playable time is 0.0545657970942557
Updating animator play animation clip, playable time is 0.0545657970942557
Updating animator play animation clip, playable time is 0.0606202492490411
Updating animator play animation clip, playable time is 0.0606202492490411
Updating animator play animation clip, playable time is 0.0666873971931636
Updating animator play animation clip, playable time is 0.0666873971931636
Updating animator play animation clip, playable time is 0.0727485972456634
Updating animator play animation clip, playable time is 0.0727485972456634
Updating animator play animation clip, playable time is 0.0788030494004488
Updating animator play animation clip, playable time is 0.0788030494004488
Updating animator play animation clip, playable time is 0.084864997304976
Updating animator play animation clip, playable time is 0.084864997304976
Updating animator play animation clip, playable time is 0.090928397141397
Updating animator play animation clip, playable time is 0.090928397141397
Updating animator play animation clip, playable time is 0.0969828492961824
Updating animator play animation clip, playable time is 0.0969828492961824
Updating animator play animation clip, playable time is 0.103046797215939
Updating animator play animation clip, playable time is 0.103046797215939
Updating animator play animation clip, playable time is 0.109101249370724
Updating animator play animation clip, playable time is 0.109101249370724
Updating animator play animation clip, playable time is 0.115155701525509
Updating animator play animation clip, playable time is 0.115155701525509
Updating animator play animation clip, playable time is 0.121210153680295
Updating animator play animation clip, playable time is 0.121210153680295
Updating animator play animation clip, playable time is 0.1272909976542
Updating animator play animation clip, playable time is 0.1272909976542
Updating animator play animation clip, playable time is 0.133345449808985
Updating animator play animation clip, playable time is 0.133345449808985
Updating animator play animation clip, playable time is 0.13939990196377
Updating animator play animation clip, playable time is 0.13939990196377
Updating animator play animation clip, playable time is 0.145454354118556
Updating animator play animation clip, playable time is 0.145454354118556
Updating animator play animation clip, playable time is 0.15153549797833
Updating animator play animation clip, playable time is 0.15153549797833
Updating animator play animation clip, playable time is 0.157589950133115
Updating animator play animation clip, playable time is 0.157589950133115
Updating animator play animation clip, playable time is 0.1636444022879
Updating animator play animation clip, playable time is 0.1636444022879
Updating animator play animation clip, playable time is 0.169719498138875
Updating animator play animation clip, playable time is 0.169719498138875
Updating animator play animation clip, playable time is 0.17577395029366
Updating animator play animation clip, playable time is 0.17577395029366
Updating animator play animation clip, playable time is 0.181828402448446
Updating animator play animation clip, playable time is 0.181828402448446
Updating animator play animation clip, playable time is 0.187893998343498
Updating animator play animation clip, playable time is 0.187893998343498
Updating animator play animation clip, playable time is 0.193948450498283
Updating animator play animation clip, playable time is 0.193948450498283
Updating animator play animation clip, playable time is 0.200002902653068
Updating animator play animation clip, playable time is 0.200002902653068
Updating animator play animation clip, playable time is 0.206057354807854
Updating animator play animation clip, playable time is 0.206057354807854
Updating animator play animation clip, playable time is 0.212111806962639
Updating animator play animation clip, playable time is 0.212111806962639
Updating animator play animation clip, playable time is 0.218166259117424
Updating animator play animation clip, playable time is 0.218166259117424
Updating animator play animation clip, playable time is 0.224265499040484
Updating animator play animation clip, playable time is 0.224265499040484
Updating animator play animation clip, playable time is 0.23031995119527
Updating animator play animation clip, playable time is 0.23031995119527
Updating animator play animation clip, playable time is 0.236382799223065
Updating animator play animation clip, playable time is 0.236382799223065
Updating animator play animation clip, playable time is 0.242437251377851
Updating animator play animation clip, playable time is 0.242437251377851
Updating animator play animation clip, playable time is 0.248491703532636
Updating animator play animation clip, playable time is 0.248491703532636
Updating animator play animation clip, playable time is 0.254562699701637
Updating animator play animation clip, playable time is 0.254562699701637
Updating animator play animation clip, playable time is 0.260617151856422
Updating animator play animation clip, playable time is 0.260617151856422
Updating animator play animation clip, playable time is 0.266671604011208
Updating animator play animation clip, playable time is 0.266671604011208
Updating animator play animation clip, playable time is 0.272739599924535
Updating animator play animation clip, playable time is 0.272739599924535
Updating animator play animation clip, playable time is 0.278800299856812
Updating animator play animation clip, playable time is 0.278800299856812
Updating animator play animation clip, playable time is 0.284866499714553
Updating animator play animation clip, playable time is 0.284866499714553
Updating animator play animation clip, playable time is 0.290920951869339
Updating animator play animation clip, playable time is 0.290920951869339
Updating animator play animation clip, playable time is 0.296975404024124
Updating animator play animation clip, playable time is 0.296975404024124
Updating animator play animation clip, playable time is 0.30302985617891
Updating animator play animation clip, playable time is 0.30302985617891
Updating animator play animation clip, playable time is 0.309102400206029
Updating animator play animation clip, playable time is 0.309102400206029
Updating animator play animation clip, playable time is 0.315169000066817
Updating animator play animation clip, playable time is 0.315169000066817
Updating animator play animation clip, playable time is 0.321223452221602
Updating animator play animation clip, playable time is 0.321223452221602
Updating animator play animation clip, playable time is 0.327277904376388
Updating animator play animation clip, playable time is 0.327277904376388
Updating animator play animation clip, playable time is 0.333341500256211
Updating animator play animation clip, playable time is 0.333341500256211
Updating animator play animation clip, playable time is 0.339410200249404
Updating animator play animation clip, playable time is 0.339410200249404
Updating animator play animation clip, playable time is 0.345464652404189
Updating animator play animation clip, playable time is 0.345464652404189
Updating animator play animation clip, playable time is 0.351535900495946
Updating animator play animation clip, playable time is 0.351535900495946
Updating animator play animation clip, playable time is 0.357590352650732
Updating animator play animation clip, playable time is 0.357590352650732
Updating animator play animation clip, playable time is 0.363644804805517
Updating animator play animation clip, playable time is 0.363644804805517
Updating animator play animation clip, playable time is 0.369709100574255
Updating animator play animation clip, playable time is 0.369709100574255
Updating animator play animation clip, playable time is 0.37576355272904
Updating animator play animation clip, playable time is 0.37576355272904
Updating animator play animation clip, playable time is 0.381818004883826
Updating animator play animation clip, playable time is 0.381818004883826
Updating animator play animation clip, playable time is 0.387872457038611
Updating animator play animation clip, playable time is 0.387872457038611
Updating animator play animation clip, playable time is 0.393926909193397
Updating animator play animation clip, playable time is 0.393926909193397
Updating animator play animation clip, playable time is 0.399981361348182
Updating animator play animation clip, playable time is 0.399981361348182
Updating animator play animation clip, playable time is 0.406066801398993
Updating animator play animation clip, playable time is 0.406066801398993
Updating animator play animation clip, playable time is 0.412121253553778
Updating animator play animation clip, playable time is 0.412121253553778
Updating animator play animation clip, playable time is 0.418194801546633
Updating animator play animation clip, playable time is 0.418194801546633
Updating animator play animation clip, playable time is 0.424249253701419
Updating animator play animation clip, playable time is 0.424249253701419
Updating animator play animation clip, playable time is 0.430315501522273
Updating animator play animation clip, playable time is 0.430315501522273
Updating animator play animation clip, playable time is 0.436369953677058
Updating animator play animation clip, playable time is 0.436369953677058
Updating animator play animation clip, playable time is 0.442424405831844
Updating animator play animation clip, playable time is 0.442424405831844
Updating animator play animation clip, playable time is 0.448478857986629
Updating animator play animation clip, playable time is 0.448478857986629
Updating animator play animation clip, playable time is 0.4545539021492
Updating animator play animation clip, playable time is 0.4545539021492
Updating animator play animation clip, playable time is 0.460619502235204
Updating animator play animation clip, playable time is 0.460619502235204
Updating animator play animation clip, playable time is 0.466673954389989
Updating animator play animation clip, playable time is 0.466673954389989
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
charging is false
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Chubby_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Updating animator play animation clip, playable time is 0.00607419200241566
Updating animator play animation clip, playable time is 0.00607419200241566
Updating animator play animation clip, playable time is 0.0121286441572011
Updating animator play animation clip, playable time is 0.0121286441572011
Updating animator play animation clip, playable time is 0.0182154923677444
Updating animator play animation clip, playable time is 0.0182154923677444
Updating animator play animation clip, playable time is 0.0242699445225298
Updating animator play animation clip, playable time is 0.0242699445225298
Updating animator play animation clip, playable time is 0.0303243966773152
Updating animator play animation clip, playable time is 0.0303243966773152
Updating animator play animation clip, playable time is 0.0363902924582362
Updating animator play animation clip, playable time is 0.0363902924582362
Updating animator play animation clip, playable time is 0.0424447446130216
Updating animator play animation clip, playable time is 0.0424447446130216
Updating animator play animation clip, playable time is 0.048499196767807
Updating animator play animation clip, playable time is 0.048499196767807
Updating animator play animation clip, playable time is 0.0545750926248729
Updating animator play animation clip, playable time is 0.0545750926248729
Updating animator play animation clip, playable time is 0.0606295447796583
Updating animator play animation clip, playable time is 0.0606295447796583
Updating animator play animation clip, playable time is 0.0666900929063559
Updating animator play animation clip, playable time is 0.0666900929063559
Updating animator play animation clip, playable time is 0.0727445450611413
Updating animator play animation clip, playable time is 0.0727445450611413
Updating animator play animation clip, playable time is 0.0788228930905461
Updating animator play animation clip, playable time is 0.0788228930905461
Updating animator play animation clip, playable time is 0.0848773452453315
Updating animator play animation clip, playable time is 0.0848773452453315
Updating animator play animation clip, playable time is 0.0909317974001169
Updating animator play animation clip, playable time is 0.0909317974001169
Updating animator play animation clip, playable time is 0.0969862495549023
Updating animator play animation clip, playable time is 0.0969862495549023
Updating animator play animation clip, playable time is 0.103040701709688
Updating animator play animation clip, playable time is 0.103040701709688
Updating animator play animation clip, playable time is 0.109119893517345
Updating animator play animation clip, playable time is 0.109119893517345
Updating animator play animation clip, playable time is 0.115174345672131
Updating animator play animation clip, playable time is 0.115174345672131
Updating animator play animation clip, playable time is 0.121228797826916
Updating animator play animation clip, playable time is 0.121228797826916
Updating animator play animation clip, playable time is 0.127283249981701
Updating animator play animation clip, playable time is 0.127283249981701
Updating animator play animation clip, playable time is 0.133355494122952
Updating animator play animation clip, playable time is 0.133355494122952
Updating animator play animation clip, playable time is 0.139409946277738
Updating animator play animation clip, playable time is 0.139409946277738
Updating animator play animation clip, playable time is 0.145464398432523
Updating animator play animation clip, playable time is 0.145464398432523
Updating animator play animation clip, playable time is 0.151535694487393
Updating animator play animation clip, playable time is 0.151535694487393
Updating animator play animation clip, playable time is 0.157608894631267
Updating animator play animation clip, playable time is 0.157608894631267
Updating animator play animation clip, playable time is 0.163663346786052
Updating animator play animation clip, playable time is 0.163663346786052
Updating animator play animation clip, playable time is 0.169717798940837
Updating animator play animation clip, playable time is 0.169717798940837
Updating animator play animation clip, playable time is 0.175780795048922
Updating animator play animation clip, playable time is 0.175780795048922
Updating animator play animation clip, playable time is 0.181835247203708
Updating animator play animation clip, playable time is 0.181835247203708
Updating animator play animation clip, playable time is 0.18790299538523
Updating animator play animation clip, playable time is 0.18790299538523
Updating animator play animation clip, playable time is 0.193957447540015
Updating animator play animation clip, playable time is 0.193957447540015
Updating animator play animation clip, playable time is 0.200021595694125
Updating animator play animation clip, playable time is 0.200021595694125
Updating animator play animation clip, playable time is 0.206084095872939
Updating animator play animation clip, playable time is 0.206084095872939
Updating animator play animation clip, playable time is 0.212138548027724
Updating animator play animation clip, playable time is 0.212138548027724
Updating animator play animation clip, playable time is 0.218193000182509
Updating animator play animation clip, playable time is 0.218193000182509
Updating animator play animation clip, playable time is 0.224254796281457
Updating animator play animation clip, playable time is 0.224254796281457
Updating animator play animation clip, playable time is 0.23031759634614
Updating animator play animation clip, playable time is 0.23031759634614
Updating animator play animation clip, playable time is 0.236372048500925
Updating animator play animation clip, playable time is 0.236372048500925
Updating animator play animation clip, playable time is 0.242446096614003
Updating animator play animation clip, playable time is 0.242446096614003
Updating animator play animation clip, playable time is 0.248500548768789
Updating animator play animation clip, playable time is 0.248500548768789
Updating animator play animation clip, playable time is 0.254567096941173
Updating animator play animation clip, playable time is 0.254567096941173
Updating animator play animation clip, playable time is 0.260621549095958
Updating animator play animation clip, playable time is 0.260621549095958
Updating animator play animation clip, playable time is 0.266676001250744
Updating animator play animation clip, playable time is 0.266676001250744
Updating animator play animation clip, playable time is 0.272738497238606
Updating animator play animation clip, playable time is 0.272738497238606
Updating animator play animation clip, playable time is 0.278806797228754
Updating animator play animation clip, playable time is 0.278806797228754
Updating animator play animation clip, playable time is 0.284861249383539
Updating animator play animation clip, playable time is 0.284861249383539
Updating animator play animation clip, playable time is 0.290930897463113
Updating animator play animation clip, playable time is 0.290930897463113
Updating animator play animation clip, playable time is 0.296985349617898
Updating animator play animation clip, playable time is 0.296985349617898
Updating animator play animation clip, playable time is 0.303046697750688
Updating animator play animation clip, playable time is 0.303046697750688
Updating animator play animation clip, playable time is 0.309109597932547
Updating animator play animation clip, playable time is 0.309109597932547
Updating animator play animation clip, playable time is 0.315164050087333
Updating animator play animation clip, playable time is 0.315164050087333
Updating animator play animation clip, playable time is 0.321218502242118
Updating animator play animation clip, playable time is 0.321218502242118
Updating animator play animation clip, playable time is 0.327286398038268
Updating animator play animation clip, playable time is 0.327286398038268
Updating animator play animation clip, playable time is 0.333349897991866
Updating animator play animation clip, playable time is 0.333349897991866
Updating animator play animation clip, playable time is 0.339417697861791
Updating animator play animation clip, playable time is 0.339417697861791
Updating animator play animation clip, playable time is 0.345472150016576
Updating animator play animation clip, playable time is 0.345472150016576
Updating animator play animation clip, playable time is 0.35153559781611
Updating animator play animation clip, playable time is 0.35153559781611
Updating animator play animation clip, playable time is 0.357590049970895
Updating animator play animation clip, playable time is 0.357590049970895
Updating animator play animation clip, playable time is 0.36364450212568
Updating animator play animation clip, playable time is 0.36364450212568
Updating animator play animation clip, playable time is 0.369721298106015
Updating animator play animation clip, playable time is 0.369721298106015
Updating animator play animation clip, playable time is 0.3757757502608
Updating animator play animation clip, playable time is 0.3757757502608
Updating animator play animation clip, playable time is 0.381842298433185
Updating animator play animation clip, playable time is 0.381842298433185
Updating animator play animation clip, playable time is 0.38789675058797
Updating animator play animation clip, playable time is 0.38789675058797
Updating animator play animation clip, playable time is 0.393951202742755
Updating animator play animation clip, playable time is 0.393951202742755
Updating animator play animation clip, playable time is 0.400019198656082
Updating animator play animation clip, playable time is 0.400019198656082
Updating animator play animation clip, playable time is 0.406082198489457
Updating animator play animation clip, playable time is 0.406082198489457
Updating animator play animation clip, playable time is 0.412136650644243
Updating animator play animation clip, playable time is 0.412136650644243
Updating animator play animation clip, playable time is 0.418191102799028
Updating animator play animation clip, playable time is 0.418191102799028
Updating animator play animation clip, playable time is 0.424254999030381
Updating animator play animation clip, playable time is 0.424254999030381
Updating animator play animation clip, playable time is 0.430319198872894
Updating animator play animation clip, playable time is 0.430319198872894
Updating animator play animation clip, playable time is 0.436373651027679
Updating animator play animation clip, playable time is 0.436373651027679
Updating animator play animation clip, playable time is 0.442442599218339
Updating animator play animation clip, playable time is 0.442442599218339
Updating animator play animation clip, playable time is 0.448507099412382
Updating animator play animation clip, playable time is 0.448507099412382
Updating animator play animation clip, playable time is 0.454561551567167
Updating animator play animation clip, playable time is 0.454561551567167
Updating animator play animation clip, playable time is 0.460616003721952
Updating animator play animation clip, playable time is 0.460616003721952
Updating animator play animation clip, playable time is 0.466670455876738
Updating animator play animation clip, playable time is 0.466670455876738
Enemy Grunt_RatBomber_LongThrow_Xaxis_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Enemy Grunt_RatBomber_LongThrow_Xaxis_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
charging is false
charging is false
charging is false
charging is false
Enemy Grunt_RatBomber_LongThrow_Xaxis_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Grunt_RatBomber_LongThrow_Xaxis_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
charging is false
charging is false
charging is false
charging is false
Enemy Grunt_RatBomber_LongThrow_Xaxis_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Enemy Grunt_RatBomber_LongThrow_Xaxis_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
Updating animator play animation clip, playable time is 0.00605445215478539
Updating animator play animation clip, playable time is 0.0121089043095708
Updating animator play animation clip, playable time is 0.0181727362796664
Updating animator play animation clip, playable time is 0.0303650358691812
Updating animator play animation clip, playable time is 0.0364194880239666
Updating animator play animation clip, playable time is 0.0485617364756763
Updating animator play animation clip, playable time is 0.0546161886304617
Updating animator play animation clip, playable time is 0.0666585369035602
Updating animator play animation clip, playable time is 0.0727220368571579
Updating animator play animation clip, playable time is 0.0848513371311128
Updating animator play animation clip, playable time is 0.0909057892858982
Updating animator play animation clip, playable time is 0.103022937662899
Updating animator play animation clip, playable time is 0.109077389817685
Updating animator play animation clip, playable time is 0.115141137968749
Updating animator play animation clip, playable time is 0.121207638178021
Updating animator play animation clip, playable time is 0.127262090332806
Updating animator play animation clip, playable time is 0.133323538117111
Updating animator play animation clip, playable time is 0.139392537996173
Updating animator play animation clip, playable time is 0.145446990150958
Updating animator play animation clip, playable time is 0.1515096379444
Updating animator play animation clip, playable time is 0.157629037741572
Updating animator play animation clip, playable time is 0.163683489896357
Updating animator play animation clip, playable time is 0.169737942051142
Updating animator play animation clip, playable time is 0.175792394205928
Updating animator play animation clip, playable time is 0.181846846360713
Updating animator play animation clip, playable time is 0.187901298515499
Updating animator play animation clip, playable time is 0.193955750670284
Updating animator play animation clip, playable time is 0.200010202825069
Updating animator play animation clip, playable time is 0.20609813882038
Updating animator play animation clip, playable time is 0.212152590975165
Updating animator play animation clip, playable time is 0.218207043129951
Updating animator play animation clip, playable time is 0.224261495284736
Updating animator play animation clip, playable time is 0.230315947439522
Updating animator play animation clip, playable time is 0.236370399594307
Updating animator play animation clip, playable time is 0.242424851749092
Updating animator play animation clip, playable time is 0.248492839746177
Updating animator play animation clip, playable time is 0.254547291900963
Updating animator play animation clip, playable time is 0.260611040052027
Updating animator play animation clip, playable time is 0.266665492206812
Updating animator play animation clip, playable time is 0.272726440336555
Updating animator play animation clip, playable time is 0.278780892491341
Updating animator play animation clip, playable time is 0.284849140327424
Updating animator play animation clip, playable time is 0.290903592482209
Updating animator play animation clip, playable time is 0.296970240306109
Updating animator play animation clip, playable time is 0.303034540265799
Updating animator play animation clip, playable time is 0.309100040234625
Updating animator play animation clip, playable time is 0.315154492389411
Updating animator play animation clip, playable time is 0.321208944544196
Updating animator play animation clip, playable time is 0.327275840565562
Updating animator play animation clip, playable time is 0.333330292720348
Updating animator play animation clip, playable time is 0.339403040707111
Updating animator play animation clip, playable time is 0.345457492861897
Updating animator play animation clip, playable time is 0.351511945016682
Updating animator play animation clip, playable time is 0.357623041141778
Updating animator play animation clip, playable time is 0.363677493296564
Updating animator play animation clip, playable time is 0.369731945451349
Updating animator play animation clip, playable time is 0.375786397606134
Updating animator play animation clip, playable time is 0.38184084976092
Updating animator play animation clip, playable time is 0.387895301915705
Updating animator play animation clip, playable time is 0.393949754070491
Updating animator play animation clip, playable time is 0.400004206225276
Updating CameraPresetUICanvases
Enemy Grunt_Chubby_Boss_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
charging is false
charging is false
charging is false
charging is false
Enemy is die, thank you forever.
Enemy Grunt_Chubby_Boss_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
0 entities playing special audio left
Enemy has been killed ... checking status ...
Empty container ... no audio!
Enemy Grunt_Chubby_Boss_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
0 entities playing special audio left
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
awarded keys
awarded keys
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating animator play animation clip, playable time is 0.00607004808261991
Updating animator play animation clip, playable time is 0.0121245002374053
Updating animator play animation clip, playable time is 0.0181789523921907
Updating animator play animation clip, playable time is 0.0242958483286202
Updating animator play animation clip, playable time is 0.0303503004834056
Updating animator play animation clip, playable time is 0.036404752638191
Updating animator play animation clip, playable time is 0.0424592047929764
Updating animator play animation clip, playable time is 0.0485136569477618
Updating animator play animation clip, playable time is 0.0545681091025472
Updating animator play animation clip, playable time is 0.0606225612573326
Updating animator play animation clip, playable time is 0.066677013412118
Updating animator play animation clip, playable time is 0.0727314655669034
Updating animator play animation clip, playable time is 0.0787941496819258
Updating animator play animation clip, playable time is 0.0848486018367112
Updating animator play animation clip, playable time is 0.0909147500060499
Updating animator play animation clip, playable time is 0.0969692021608353
Updating animator play animation clip, playable time is 0.103036450222135
Updating animator play animation clip, playable time is 0.10909090237692
Updating animator play animation clip, playable time is 0.115145354531705
Updating animator play animation clip, playable time is 0.121218750718981
Updating animator play animation clip, playable time is 0.127273202873766
Updating animator play animation clip, playable time is 0.133340551052243
Updating animator play animation clip, playable time is 0.139395003207028
Updating animator play animation clip, playable time is 0.145449455361813
Updating animator play animation clip, playable time is 0.151521051302552
Updating animator play animation clip, playable time is 0.157575503457338
Updating animator play animation clip, playable time is 0.163647351320833
Updating animator play animation clip, playable time is 0.169701803475618
Updating animator play animation clip, playable time is 0.175756255630404
Updating animator play animation clip, playable time is 0.181810707785189
Updating animator play animation clip, playable time is 0.187865159939975
Updating animator play animation clip, playable time is 0.19391961209476
Updating animator play animation clip, playable time is 0.199991252273321
Updating animator play animation clip, playable time is 0.206051852088422
Updating animator play animation clip, playable time is 0.212130252271891
Updating animator play animation clip, playable time is 0.218184704426676
Updating animator play animation clip, playable time is 0.224239156581461
Updating animator play animation clip, playable time is 0.230293608736247
Updating animator play animation clip, playable time is 0.236348060891032
Updating animator play animation clip, playable time is 0.242448752745986
Updating animator play animation clip, playable time is 0.248503204900771
Updating animator play animation clip, playable time is 0.254557657055557
Updating animator play animation clip, playable time is 0.260612109210342
Updating animator play animation clip, playable time is 0.266666561365128
Updating animator play animation clip, playable time is 0.272721013519913
Updating animator play animation clip, playable time is 0.278775465674698
Updating animator play animation clip, playable time is 0.284829917829484
Updating animator play animation clip, playable time is 0.290917254053056
Updating animator play animation clip, playable time is 0.296971706207842
Updating animator play animation clip, playable time is 0.303026158362627
Updating animator play animation clip, playable time is 0.309093354269862
Updating animator play animation clip, playable time is 0.315147806424648
Updating animator play animation clip, playable time is 0.321202258579433
Updating animator play animation clip, playable time is 0.327275454532355
Updating animator play animation clip, playable time is 0.33332990668714
Updating animator play animation clip, playable time is 0.339393154717982
Updating animator play animation clip, playable time is 0.345447606872767
Updating animator play animation clip, playable time is 0.351518654730171
Updating animator play animation clip, playable time is 0.357582254800946
Updating animator play animation clip, playable time is 0.363636706955731
Updating animator play animation clip, playable time is 0.369691159110516
Updating animator play animation clip, playable time is 0.375759555026889
Updating animator play animation clip, playable time is 0.381822154857218
Updating animator play animation clip, playable time is 0.387876607012004
Updating animator play animation clip, playable time is 0.39393915515393
Updating animator play animation clip, playable time is 0.399993607308716
Updating animator play animation clip, playable time is 0.406048059463501
Updating animator play animation clip, playable time is 0.412126355338842
Updating animator play animation clip, playable time is 0.418180807493627
Updating animator play animation clip, playable time is 0.424293355550617
Updating animator play animation clip, playable time is 0.430347807705402
Updating animator play animation clip, playable time is 0.436402259860188
Updating animator play animation clip, playable time is 0.442456712014973
Updating animator play animation clip, playable time is 0.448511164169759
Updating animator play animation clip, playable time is 0.454565616324544
Updating animator play animation clip, playable time is 0.460620068479329
Updating animator play animation clip, playable time is 0.466674520634115
Updating animator play animation clip, playable time is 0.00606408389285207
Updating animator play animation clip, playable time is 0.0121185360476375
Updating animator play animation clip, playable time is 0.0181835838593543
Updating animator play animation clip, playable time is 0.0242380360141397
Updating animator play animation clip, playable time is 0.030292488168925
Updating animator play animation clip, playable time is 0.0363469403237104
Updating animator play animation clip, playable time is 0.0424103843979537
Updating animator play animation clip, playable time is 0.0484749842435122
Updating animator play animation clip, playable time is 0.0545438844710588
Updating animator play animation clip, playable time is 0.0605983366258442
Updating animator play animation clip, playable time is 0.0666598845273256
Updating animator play animation clip, playable time is 0.072714336682111
Updating animator play animation clip, playable time is 0.0787866846658289
Updating animator play animation clip, playable time is 0.0848411368206143
Updating animator play animation clip, playable time is 0.0908955889753997
Updating animator play animation clip, playable time is 0.0969639848917723
Updating animator play animation clip, playable time is 0.103018437046558
Updating animator play animation clip, playable time is 0.109087185002863
Updating animator play animation clip, playable time is 0.115148885175586
Updating animator play animation clip, playable time is 0.121203337330371
Updating animator play animation clip, playable time is 0.127273985184729
Updating animator play animation clip, playable time is 0.133328437339514
Updating animator play animation clip, playable time is 0.139392785262316
Updating animator play animation clip, playable time is 0.145447237417102
Updating animator play animation clip, playable time is 0.151565585285425
Updating animator play animation clip, playable time is 0.157620037440211
Updating animator play animation clip, playable time is 0.163674489594996
Updating animator play animation clip, playable time is 0.169728941749781
Updating animator play animation clip, playable time is 0.175783393904567
Updating animator play animation clip, playable time is 0.181837846059352
Updating animator play animation clip, playable time is 0.187892298214138
Updating animator play animation clip, playable time is 0.193946750368923
Updating animator play animation clip, playable time is 0.200001202523708
Updating animator play animation clip, playable time is 0.206055654678494
Updating animator play animation clip, playable time is 0.212110106833279
Updating animator play animation clip, playable time is 0.218175986781716
Updating animator play animation clip, playable time is 0.224230438936502
Updating animator play animation clip, playable time is 0.230291286949068
Updating animator play animation clip, playable time is 0.236360487062484
Updating animator play animation clip, playable time is 0.242414939217269
Updating animator play animation clip, playable time is 0.248481687158346
Updating animator play animation clip, playable time is 0.254536139313132
Updating animator play animation clip, playable time is 0.260603887494653
Updating animator play animation clip, playable time is 0.266658339649439
Updating animator play animation clip, playable time is 0.272718887776136
Updating animator play animation clip, playable time is 0.278773339930922
Updating animator play animation clip, playable time is 0.284837088081986
Updating animator play animation clip, playable time is 0.290906787849963
Updating animator play animation clip, playable time is 0.296961240004748
Updating animator play animation clip, playable time is 0.303015692159534
Updating animator play animation clip, playable time is 0.309085088316351
Updating animator play animation clip, playable time is 0.315139540471137
Updating animator play animation clip, playable time is 0.321207188535482
Updating animator play animation clip, playable time is 0.327261640690267
Updating animator play animation clip, playable time is 0.333316092845052
Updating animator play animation clip, playable time is 0.339381888974458
Updating animator play animation clip, playable time is 0.345447089057416
Updating animator play animation clip, playable time is 0.351564289070666
Updating animator play animation clip, playable time is 0.357618741225451
Updating animator play animation clip, playable time is 0.363673193380237
Updating animator play animation clip, playable time is 0.369744989555329
Updating animator play animation clip, playable time is 0.375799441710114
Updating animator play animation clip, playable time is 0.3818538938649
Updating animator play animation clip, playable time is 0.387908346019685
Updating animator play animation clip, playable time is 0.393962798174471
Updating animator play animation clip, playable time is 0.400017250329256
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Chest Level: 7
Chest Level: 7
Chest Level: 7
Updating CameraPresetUICanvases
awarded keys
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest DungeonQuest_CastleRuins!
Save called for path cq3_autosave0.dat
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Save called for path cq3_autosave0.dat
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
Chest Level: 7
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10400
awarded keys
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Castle_RuinedCastle
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -1
Loading quest WorldQuest_IcePirate
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_FortWreck
Loading quest WorldQuest_PuzzleStone_Straits
Loading quest WorldQuest_MewtallicaConcert
Loading quest MainQuest_03
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_HiddenItem_Bush
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_02
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_GoingPostal
Loading quest WorldQuest_GoldenTower
Loading quest MainQuest_04
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_05
Loading quest WorldQuest_TwinTowns
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_FortPurricade
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest WorldQuest_Lovebook_02
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_BoarBoss
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_BootyCave
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_Mewtallica_Ship
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_RunningGold_Furtigua
Spawing in
Spawing in
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Spawing in
DESPAWNING!!!!
PlayInteractionFeedbackEffect
DESPAWNING!!!!
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
PlayInteractionFeedbackEffect
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 168839.
To disable this warning, set '[Link] = false;'.
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
charging is false
PlayInteractionFeedbackEffect
charging is false
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
PlayInteractionFeedbackEffect
charging is false
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
Save called for path cq3_autosave0.dat
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
DESPAWNING!!!!
Chest Level: 5
Updating CameraPresetUICanvases
awarded keys
Updating CameraPresetUICanvases
Auto saving
Save called for path cq3_autosave0.dat
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Updating CameraPresetUICanvases
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
DESPAWNING!!!!
grid num 0
Enemy Quadruped_BoarBoss_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 16358
Stacked Music to play: BGM_Combat
Next Audio to play: BGM_Combat
grid num -1
charging is false
grid num 0
grid num -1
charging is false
grid num 0
grid num -1
charging is false
DESPAWNING!!!!
grid num 0
DESPAWNING!!!!
charging is false
grid num -1
charging is false
grid num 0
PlayInteractionFeedbackEffect
DESPAWNING!!!!
charging is false
grid num -1
charging is false
grid num 0
grid num -1
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
PlayInteractionFeedbackEffect
DESPAWNING!!!!
grid num 0
grid num -1
charging is false
grid num 0
grid num -1
charging is false
PlayInteractionFeedbackEffect
DESPAWNING!!!!
charging is false
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
PlayInteractionFeedbackEffect
DESPAWNING!!!!
charging is false
charging is false
PlayInteractionFeedbackEffect
charging is false
charging is false
DESPAWNING!!!!
charging is false
DESPAWNING!!!!
charging is false
PlayInteractionFeedbackEffect
charging is false
charging is false
PlayInteractionFeedbackEffect
DESPAWNING!!!!
charging is false
charging is false
DESPAWNING!!!!
DESPAWNING!!!!
charging is false
DESPAWNING!!!!
DESPAWNING!!!!
charging is false
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Quadruped_BoarBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
charging is false
Updating CameraPresetUICanvases
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -24
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
grid num -34
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -1
Loading quest WorldQuest_RunningGold_Furtigua
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_StraitsWatchtower
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_BootyCave
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_BoarBoss
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_Lovebook_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_FortPurricade
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_05
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_04
Loading quest WorldQuest_GoldenTower
Loading quest WorldQuest_GoingPostal
Loading quest MainQuest_07_Key_01
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_02
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Bush
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_PirateKing
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest MainQuest_03
Loading quest WorldQuest_MewtallicaConcert
Loading quest WorldQuest_PuzzleStone_Straits
Loading quest WorldQuest_FortWreck
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_IcePirate
Spawing in
Spawing in
Spawing in
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_FortPurricade/Destructible_Tropical_Gate_Wood
en (1)/Tropical_Gate_Wooden"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (Shadow
Hidden)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_FortPurricade/Destructible_Tropical_Gate_Wood
en (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (10)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wreck_Boat"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Manor_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Castle"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Castle (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Lovetower"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Maze/Tropical_8BitDungeon_Wall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Furggy Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_PuzzleStone_Straits/Tropical_MessageStone"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_P
ostman/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LonelyIsle/ChestTrigger_Lonely_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_SpicySquid_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/InteractableTriggers/NPC/NPC_Lightmouse/Tropical_Lighthouse"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Straits Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_KiddCat_Smithy"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_House_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_MageShop"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long
Island/PUZZLESTONE/LongIsland_HitComboPuzzlePiece_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sandy
Islands/PUZZLESTONE/SandyIsland_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_05"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
1/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_Twilight/ChestTrigger_Twlight_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestTrigger_Straits_01/Chest_Base"
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
charging is false
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0.4 / id 195655.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0.4 / id 195658.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0.4 / id 195661.
To disable this warning, set '[Link] = false;'.
PlayInteractionFeedbackEffect
charging is false
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Save called for path cq3_autosave0.dat
PlayInteractionFeedbackEffect
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
DESPAWNING!!!!
grid num 0
Enemy Quadruped_BoarBoss_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 18236
Stacked Music to play: BGM_Combat
Next Audio to play: BGM_Combat
charging is false
grid num -1
DESPAWNING!!!!
grid num 0
charging is false
grid num -1
charging is false
PlayInteractionFeedbackEffect
charging is false
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
charging is false
charging is false
charging is false
charging is false
DESPAWNING!!!!
DESPAWNING!!!!
charging is false
charging is false
DESPAWNING!!!!
DESPAWNING!!!!
charging is false
charging is false
DESPAWNING!!!!
charging is false
DESPAWNING!!!!
DESPAWNING!!!!
charging is false
DESPAWNING!!!!
DESPAWNING!!!!
charging is false
Updating CameraPresetUICanvases
DESPAWNING!!!!
charging is false
DESPAWNING!!!!
charging is false
DESPAWNING!!!!
charging is false
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
charging is false
charging is false
charging is false
charging is false
Enemy is die, thank you forever.
Enemy Quadruped_BoarBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
0 entities playing special audio left
Enemy has been killed ... checking status ...
Enemy Quadruped_BoarBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
0 entities playing special audio left
Empty container ... no audio!
Updating CameraPresetUICanvases
DESPAWNING!!!!
grid num 0
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 209602.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
Updating CameraPresetUICanvases
grid num -1
No point of interests found for quest The Boaring King!
Save called for path cq3_autosave0.dat
Updating CameraPresetUICanvases
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -25
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Interior_Tavern
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest InteriorQuest_LostItem_Milk
Loading quest InteriorQuest_Tavern_Aelius_03
Loading quest InteriorQuest_Tavern_Aelius_02
Loading quest InteriorQuest_MamaMilka
Updating CameraPresetUICanvases
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "ChestTrigger/ChestTrigger(Clone)/Chest_Base"
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Chest Level: 10
Updating CameraPresetUICanvases
awarded keys
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest Lost Item Milk!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest Aelius Tavern 03!
Updating CameraPresetUICanvases
Chest Level: 1
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
awarded keys
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10200
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_Tavern
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Spawing in
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -1
Loading quest WorldQuest_IcePirate
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_FortWreck
Loading quest WorldQuest_PuzzleStone_Straits
Loading quest WorldQuest_MewtallicaConcert
Loading quest MainQuest_03
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_HiddenItem_Bush
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_02
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_GoingPostal
Loading quest WorldQuest_GoldenTower
Loading quest MainQuest_04
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_05
Loading quest WorldQuest_TwinTowns
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_FortPurricade
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest WorldQuest_Lovebook_02
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_BootyCave
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_Mewtallica_Ship
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_RunningGold_Furtigua
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -25
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Interior_KiddCatSmithy
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest InteriorQuest_LostItem_Hammer
Loading quest WorldQuest_KiddCat
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_KiddCatSmithy
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Spawing in
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -1
Loading quest WorldQuest_IcePirate
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_FortWreck
Loading quest WorldQuest_PuzzleStone_Straits
Loading quest WorldQuest_MewtallicaConcert
Loading quest MainQuest_03
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_HiddenItem_Bush
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_02
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_GoingPostal
Loading quest WorldQuest_GoldenTower
Loading quest MainQuest_04
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_05
Loading quest WorldQuest_TwinTowns
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_FortPurricade
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest WorldQuest_Lovebook_02
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_BootyCave
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_Mewtallica_Ship
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_RunningGold_Furtigua
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
DESPAWNING!!!!
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -25
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Interior_Tavern
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest InteriorQuest_Tavern_Aelius_02
Loading quest InteriorQuest_MamaMilka
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_Tavern
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -1
Loading quest WorldQuest_IcePirate
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_FortWreck
Loading quest WorldQuest_PuzzleStone_Straits
Loading quest WorldQuest_MewtallicaConcert
Loading quest MainQuest_03
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_HiddenItem_Bush
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_02
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_GoingPostal
Loading quest WorldQuest_GoldenTower
Loading quest MainQuest_04
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_05
Loading quest WorldQuest_TwinTowns
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest WorldQuest_FortPurricade
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest WorldQuest_Lovebook_02
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_BootyCave
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_Mewtallica_Ship
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_RunningGold_Furtigua
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
DESPAWNING!!!!
Spawing in
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
DESPAWNING!!!!
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0.4 / id 219335.
To disable this warning, set '[Link] = false;'.
grid num -1
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
phases 20
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 0
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
Obstacle Collision not linked to projectile behavior in the inspector.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 221486.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 221509.
To disable this warning, set '[Link] = false;'.
grid num 1
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 221546.
To disable this warning, set '[Link] = false;'.
Enemy Enemy_Ship_Standard_Double_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
grid num 0
Updating CameraPresetUICanvases
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10300
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -25
grid num -32
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10300
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Final Target scene is not overworld, cleaning up
more overworld scene stuff first
[ Scene Change Progress ] ------ Despawning scene
grid num -34
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_FortPurricade/Destructible_Tropical_Gate_Wood
en (1)/Tropical_Gate_Wooden"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (Shadow
Hidden)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_FortPurricade/Destructible_Tropical_Gate_Wood
en (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (10)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wreck_Boat"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Manor_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Castle"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Castle (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Lovetower"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Maze/Tropical_8BitDungeon_Wall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Furggy Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_PuzzleStone_Straits/Tropical_MessageStone"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_P
ostman/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LonelyIsle/ChestTrigger_Lonely_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_SpicySquid_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/InteractableTriggers/NPC/NPC_Lightmouse/Tropical_Lighthouse"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Straits Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_KiddCat_Smithy"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_House_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_MageShop"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long
Island/PUZZLESTONE/LongIsland_HitComboPuzzlePiece_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sandy
Islands/PUZZLESTONE/SandyIsland_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_05"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
1/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_Twilight/ChestTrigger_Twlight_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestTrigger_Straits_01/Chest_Base"
SpawnerHandler --- CleanupTrackedSpells
Loading quest WorldQuest_RunningGold_Furtigua
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_StraitsWatchtower
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_BootyCave
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_Lovebook_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_FortPurricade
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_Tavern
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_05
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_04
Loading quest WorldQuest_GoldenTower
Loading quest WorldQuest_GoingPostal
Loading quest MainQuest_07_Key_01
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_02
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Bush
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_PirateKing
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest MainQuest_03
Loading quest WorldQuest_MewtallicaConcert
Loading quest WorldQuest_PuzzleStone_Straits
Loading quest WorldQuest_FortWreck
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_IcePirate
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ OverworldForceReloadCompleted Despawn Scene
Completed
[ Scene Change Progress ] ------ Loading Interior_KiddCatSmithy
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest InteriorQuest_LostItem_Hammer
Loading quest WorldQuest_KiddCat
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_KiddCatSmithy
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -1
Loading quest WorldQuest_IcePirate
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_FortWreck
Loading quest WorldQuest_PuzzleStone_Straits
Loading quest WorldQuest_MewtallicaConcert
Loading quest MainQuest_03
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_HiddenItem_Bush
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Rock
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_02
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_GoingPostal
Loading quest WorldQuest_GoldenTower
Loading quest MainQuest_04
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_05
Loading quest WorldQuest_TwinTowns
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest WorldQuest_FortPurricade
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest WorldQuest_Lovebook_02
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_BootyCave
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_Mewtallica_Ship
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_RunningGold_Furtigua
Spawing in
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 225782.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 227497.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num -2
DESPAWNING!!!!
grid num -1
DESPAWNING!!!!
grid num -2
DESPAWNING!!!!
grid num -1
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 228989.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 229371.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 229381.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_MewtallicaBoss_MonsterConfig (UnitConfig) is being agrro-ed,
entering combat mode!
---------- Queued Music ----------
Queue: [ Highest Priority - 0 ]
Current priority: 0
ID: 22591
Stacked Music to play: BGM_Mewtallica
Next Audio to play: BGM_Mewtallica
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Obstacle Collision not linked to projectile behavior in the inspector.
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Obstacle Collision not linked to projectile behavior in the inspector.
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Enemy Enemy_Ship_MewtallicaBoss_MonsterConfig (UnitConfig) is de-aggro-ed, to
handle for audio changes!
0 entities playing special audio left
Enemies are out of combat ... update audio
Empty container ... no audio!
Enemy Enemy_Ship_Mewtallica_MonsterConfig (UnitConfig) is de-aggro-ed, to handle
for audio changes!
Updating CameraPresetUICanvases
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10300
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -24
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10300
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Final Target scene is not overworld, cleaning up
more overworld scene stuff first
[ Scene Change Progress ] ------ Despawning scene
grid num -34
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_FortPurricade/Destructible_Tropical_Gate_Wood
en (1)/Tropical_Gate_Wooden"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (Shadow
Hidden)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_FortPurricade/Destructible_Tropical_Gate_Wood
en (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (10)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wreck_Boat"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Manor_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Castle"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Castle (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Lovetower"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Maze/Tropical_8BitDungeon_Wall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Furggy Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_PuzzleStone_Straits/Tropical_MessageStone"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_P
ostman/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LonelyIsle/ChestTrigger_Lonely_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_SpicySquid_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/InteractableTriggers/NPC/NPC_Lightmouse/Tropical_Lighthouse"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Straits Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_KiddCat_Smithy"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_House_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_MageShop"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long
Island/PUZZLESTONE/LongIsland_HitComboPuzzlePiece_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sandy
Islands/PUZZLESTONE/SandyIsland_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_05"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
1/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_Twilight/ChestTrigger_Twlight_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestTrigger_Straits_01/Chest_Base"
SpawnerHandler --- CleanupTrackedSpells
Loading quest WorldQuest_RunningGold_Furtigua
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_StraitsWatchtower
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_BootyCave
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_Lovebook_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_FortPurricade
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_Tavern
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_05
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_04
Loading quest WorldQuest_GoldenTower
Loading quest WorldQuest_GoingPostal
Loading quest MainQuest_07_Key_01
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_02
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Bush
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_PirateKing
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest MainQuest_03
Loading quest WorldQuest_MewtallicaConcert
Loading quest WorldQuest_PuzzleStone_Straits
Loading quest WorldQuest_FortWreck
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_IcePirate
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ OverworldForceReloadCompleted Despawn Scene
Completed
[ Scene Change Progress ] ------ Loading Interior_KiddCatSmithy
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest InteriorQuest_LostItem_Hammer
Loading quest WorldQuest_KiddCat
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_KiddCatSmithy
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Spawing in
Spawing in
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -1
Loading quest WorldQuest_IcePirate
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_FortWreck
Loading quest WorldQuest_PuzzleStone_Straits
Loading quest WorldQuest_MewtallicaConcert
Loading quest MainQuest_03
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_HiddenItem_Bush
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Rock
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_02
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_GoingPostal
Loading quest WorldQuest_GoldenTower
Loading quest MainQuest_04
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_05
Loading quest WorldQuest_TwinTowns
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest WorldQuest_FortPurricade
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest WorldQuest_Lovebook_02
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_BootyCave
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_Mewtallica_Ship
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_RunningGold_Furtigua
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
DESPAWNING!!!!
DESPAWNING!!!!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
grid num -1
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 238039.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
grid num 0
Updating CameraPresetUICanvases
DESPAWNING!!!!
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
DESPAWNING!!!!
charging is false
charging is false
charging is false
charging is false
charging is false
charging is false
DESPAWNING!!!!
charging is false
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Updating CameraPresetUICanvases
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
PlayInteractionFeedbackEffect
DESPAWNING!!!!
PlayInteractionFeedbackEffect
charging is false
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Quadruped_Boar_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (1.00, 0.00, 0.00, 0.00),
tween: glow / Alpha / duration 0.4 / id 245001.
To disable this warning, set '[Link] = false;'.
Updating CameraPresetUICanvases
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
DESPAWNING!!!!
[ MapIconHandler ] ------ Updating Map Icons
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
DESPAWNING!!!!
PlayInteractionFeedbackEffect
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 1
Updating CameraPresetUICanvases
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Deaggro set destination
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Deaggro set destination
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Updating CameraPresetUICanvases
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Updating CameraPresetUICanvases
Deaggro set destination
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Updating CameraPresetUICanvases
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10300
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -25
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_autosave0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10300
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_FortPurricade/Destructible_Tropical_Gate_Wood
en (1)/Tropical_Gate_Wooden"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (Shadow
Hidden)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_FortPurricade/Destructible_Tropical_Gate_Wood
en (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (10)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wreck_Boat"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Manor_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Castle"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Castle (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Lovetower"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Maze/Tropical_8BitDungeon_Wall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Furggy Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_PuzzleStone_Straits/Tropical_MessageStone"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LongTailIsland/ChestTrigger_LongIsland_
FortTail/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_Twilight/ChestTrigger_Twlight_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_P
ostman/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LonelyIsle/ChestTrigger_Lonely_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_SpicySquid_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestTrigger_Straits_01/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LongTailIsland/ChestTrigger_LongIsland_
01/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
1/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/InteractableTriggers/NPC/NPC_Lightmouse/Tropical_Lighthouse"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Straits Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_KiddCat_Smithy"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_House_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_MageShop"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long
Island/PUZZLESTONE/LongIsland_HitComboPuzzlePiece_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sandy
Islands/PUZZLESTONE/SandyIsland_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_05"
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Final Target scene is not overworld, cleaning up
more overworld scene stuff first
[ Scene Change Progress ] ------ Despawning scene
grid num -34
SpawnerHandler --- CleanupTrackedSpells
Loading quest WorldQuest_RunningGold_Furtigua
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_StraitsWatchtower
Loading quest WorldQuest_Mewtallica_Ship
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_BootyCave
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_Lovebook_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_FortPurricade
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_Tavern
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_05
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_04
Loading quest WorldQuest_GoldenTower
Loading quest WorldQuest_GoingPostal
Loading quest MainQuest_07_Key_01
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_02
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Bush
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_PirateKing
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest MainQuest_03
Loading quest WorldQuest_MewtallicaConcert
Loading quest WorldQuest_PuzzleStone_Straits
Loading quest WorldQuest_FortWreck
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_IcePirate
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ OverworldForceReloadCompleted Despawn Scene
Completed
[ Scene Change Progress ] ------ Loading Interior_KiddCatSmithy
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Loading quest InteriorQuest_LostItem_Hammer
Loading quest WorldQuest_KiddCat
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
Save called for path cq3_autosave0.dat
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Unloading Interior_KiddCatSmithy
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Failed to create agent because there is no valid NavMesh
Achievement setting successful for achievement ID 10400
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
[ MapIconHandler ] ------ Creating All Map Icons
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num -1
Loading quest WorldQuest_IcePirate
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_FortWreck
Loading quest WorldQuest_PuzzleStone_Straits
Loading quest WorldQuest_MewtallicaConcert
Loading quest MainQuest_03
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest WorldQuest_PirateKing
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_HiddenItem_Bush
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Rock
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest MainQuest_02
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_07_Key_01
Loading quest WorldQuest_GoingPostal
Loading quest WorldQuest_GoldenTower
Loading quest MainQuest_04
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_05
Loading quest WorldQuest_TwinTowns
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Lightmouse
Loading quest MainQuest_07_Key_03
Loading quest MainQuest_07
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest WorldQuest_FortPurricade
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest WorldQuest_Lovebook_02
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_BootyCave
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_Mewtallica_Ship
Loading quest WorldQuest_StraitsWatchtower
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_RunningGold_Furtigua
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
DESPAWNING!!!!
Trying to use SpawnParticle, but gameObject Ship_smoke_boost_Particles(Clone) does
not have a ParticleSystemDespawnerBehaviour attached! As a result, pooling is not
enabled.
PlayInteractionFeedbackEffect
Chest Level: 5
awarded keys
Updating CameraPresetUICanvases
Auto saving
Save called for path cq3_autosave0.dat
PlayInteractionFeedbackEffect
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
grid num 0
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 1
Updating animator play animation clip, playable time is 0
Updating animator play animation clip, playable time is 0.00605445215478539
Updating animator play animation clip, playable time is 0.0121089043095708
Updating animator play animation clip, playable time is 0.0181633564643562
Updating animator play animation clip, playable time is 0.0242178086191416
Updating animator play animation clip, playable time is 0.030272260773927
Updating animator play animation clip, playable time is 0.0363267129287124
Updating animator play animation clip, playable time is 0.0424025971442461
Updating animator play animation clip, playable time is 0.0484570492990315
Updating animator play animation clip, playable time is 0.0545225972309709
Updating animator play animation clip, playable time is 0.0605770493857563
Updating animator play animation clip, playable time is 0.0666430974379182
Updating animator play animation clip, playable time is 0.0726975495927036
Updating animator play animation clip, playable time is 0.078752001747489
Updating animator play animation clip, playable time is 0.0848064539022744
Updating animator play animation clip, playable time is 0.0908609060570598
Updating animator play animation clip, playable time is 0.0969397979788482
Updating animator play animation clip, playable time is 0.102994250133634
Updating animator play animation clip, playable time is 0.109055697917938
Updating animator play animation clip, playable time is 0.115110150072724
Updating animator play animation clip, playable time is 0.121164602227509
Updating animator play animation clip, playable time is 0.127229198347777
Updating animator play animation clip, playable time is 0.133317198138684
Updating animator play animation clip, playable time is 0.139371650293469
Updating animator play animation clip, playable time is 0.145426102448255
Updating animator play animation clip, playable time is 0.15148055460304
Updating animator play animation clip, playable time is 0.157535006757826
Updating animator play animation clip, playable time is 0.163589458912611
Updating animator play animation clip, playable time is 0.181743098422885
Updating animator play animation clip, playable time is 0.187882498372346
Updating animator play animation clip, playable time is 0.193936950527132
Updating animator play animation clip, playable time is 0.199991402681917
Updating animator play animation clip, playable time is 0.206045854836702
Updating animator play animation clip, playable time is 0.212100306991488
Updating animator play animation clip, playable time is 0.218154759146273
Updating animator play animation clip, playable time is 0.224209211301059
Updating animator play animation clip, playable time is 0.230263663455844
Updating animator play animation clip, playable time is 0.236318115610629
Updating animator play animation clip, playable time is 0.24238759977743
Updating animator play animation clip, playable time is 0.248442051932216
Updating animator play animation clip, playable time is 0.254510299768299
Updating animator play animation clip, playable time is 0.260564751923084
Updating animator play animation clip, playable time is 0.266625499818474
Updating animator play animation clip, playable time is 0.272686999756843
Updating animator play animation clip, playable time is 0.278763299807906
Updating animator play animation clip, playable time is 0.284817751962692
Updating animator play animation clip, playable time is 0.290872204117477
Updating animator play animation clip, playable time is 0.296926656272262
Updating animator play animation clip, playable time is 0.302981108427048
Updating animator play animation clip, playable time is 0.309059000574052
Updating animator play animation clip, playable time is 0.315113452728838
Updating animator play animation clip, playable time is 0.321184500586241
Updating animator play animation clip, playable time is 0.327238952741027
Updating animator play animation clip, playable time is 0.333307800814509
Updating animator play animation clip, playable time is 0.339362252969295
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
DESPAWNING!!!!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 0
Updating CameraPresetUICanvases
grid num 1
Adjusting camera
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 0
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Updating CameraPresetUICanvases
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
grid num 1
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
phases 20
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
phases 20
Enemy Enemy_Ship_Standard_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
grid num 0
grid num 1
DESPAWNING!!!!
Updating CameraPresetUICanvases
grid num 0
Updating CameraPresetUICanvases
grid num 1
DESPAWNING!!!!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Fish_Blue_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
DESPAWNING!!!!
Monster dectection amount gaining! Currently at 0.01009075
Monster dectection amount gaining! Currently at 0.02018151
Monster dectection amount gaining! Currently at 0.03027226
Monster dectection amount gaining! Currently at 0.04042041
Monster dectection amount gaining! Currently at 0.05051116
Monster dectection amount gaining! Currently at 0.06062657
Monster dectection amount gaining! Currently at 0.07074891
Monster dectection amount gaining! Currently at 0.08083966
Monster dectection amount gaining! Currently at 0.09093042
Monster dectection amount gaining! Currently at 0.1010212
Monster dectection amount gaining! Currently at 0.1111349
Monster dectection amount gaining! Currently at 0.1212257
Monster dectection amount gaining! Currently at 0.1313164
Monster dectection amount gaining! Currently at 0.1414072
Monster dectection amount gaining! Currently at 0.1515129
Monster dectection amount gaining! Currently at 0.1616186
Monster dectection amount gaining! Currently at 0.1717468
Monster dectection amount gaining! Currently at 0.1818375
Monster dectection amount gaining! Currently at 0.1919478
Monster dectection amount gaining! Currently at 0.2020385
Monster dectection amount gaining! Currently at 0.2121293
Monster dectection amount gaining! Currently at 0.22222
Monster dectection amount gaining! Currently at 0.2323241
Monster dectection amount gaining! Currently at 0.2424148
Monster dectection amount gaining! Currently at 0.2525056
Monster dectection amount gaining! Currently at 0.2625964
Monster dectection amount gaining! Currently at 0.2728664
Monster dectection amount gaining! Currently at 0.2829572
Monster dectection amount gaining! Currently at 0.293048
Monster dectection amount gaining! Currently at 0.3031387
Monster dectection amount gaining! Currently at 0.3132295
Monster dectection amount gaining! Currently at 0.3233203
Monster dectection amount gaining! Currently at 0.333411
Monster dectection amount gaining! Currently at 0.3435018
Monster dectection amount gaining! Currently at 0.3535926
Monster dectection amount gaining! Currently at 0.3636833
Monster dectection amount gaining! Currently at 0.3737741
Monster dectection amount gaining! Currently at 0.3838649
Monster dectection amount gaining! Currently at 0.3939659
Monster dectection amount gaining! Currently at 0.4040567
Monster dectection amount gaining! Currently at 0.4141474
Monster dectection amount gaining! Currently at 0.4242382
Monster dectection amount gaining! Currently at 0.434329
Monster dectection amount gaining! Currently at 0.4444197
Monster dectection amount gaining! Currently at 0.4545798
Monster dectection amount gaining! Currently at 0.4646705
Monster dectection amount gaining! Currently at 0.4747613
Monster dectection amount gaining! Currently at 0.4848521
Monster dectection amount gaining! Currently at 0.4949428
Monster dectection amount gaining! Currently at 0.5050452
Monster dectection amount gaining! Currently at 0.5151699
Monster dectection amount gaining! Currently at 0.5252732
Monster dectection amount gaining! Currently at 0.535364
Monster dectection amount gaining! Currently at 0.5454776
Monster dectection amount gaining! Currently at 0.5555683
Monster dectection amount gaining! Currently at 0.5656591
Monster dectection amount gaining! Currently at 0.5757663
Monster dectection amount gaining! Currently at 0.5858849
Monster dectection amount gaining! Currently at 0.5959757
Monster dectection amount gaining! Currently at 0.6060823
Monster dectection amount gaining! Currently at 0.6161894
Monster dectection amount gaining! Currently at 0.6262802
Monster dectection amount gaining! Currently at 0.6363863
Monster dectection amount gaining! Currently at 0.646477
Monster dectection amount gaining! Currently at 0.6565678
Monster dectection amount gaining! Currently at 0.6666586
Monster dectection amount gaining! Currently at 0.6767493
Monster dectection amount gaining! Currently at 0.6868401
Monster dectection amount gaining! Currently at 0.6969309
Monster dectection amount gaining! Currently at 0.7070555
Monster dectection amount gaining! Currently at 0.7171463
Monster dectection amount gaining! Currently at 0.7272767
Monster dectection amount gaining! Currently at 0.7373884
Monster dectection amount gaining! Currently at 0.7474791
Monster dectection amount gaining! Currently at 0.7575952
Monster dectection amount gaining! Currently at 0.767686
Monster dectection amount gaining! Currently at 0.7777904
Monster dectection amount gaining! Currently at 0.7878966
Monster dectection amount gaining! Currently at 0.7979873
Monster dectection amount gaining! Currently at 0.8080781
Monster dectection amount gaining! Currently at 0.8182009
Monster dectection amount gaining! Currently at 0.8282917
Monster dectection amount gaining! Currently at 0.8383825
Monster dectection amount gaining! Currently at 0.8485053
Monster dectection amount gaining! Currently at 0.8586112
Monster dectection amount gaining! Currently at 0.8687019
Monster dectection amount gaining! Currently at 0.8787927
Monster dectection amount gaining! Currently at 0.8888835
Monster dectection amount gaining! Currently at 0.8989742
Monster dectection amount gaining! Currently at 0.9090996
Monster dectection amount gaining! Currently at 0.9191903
Monster dectection amount gaining! Currently at 0.9292811
Monster dectection amount gaining! Currently at 0.9393719
Monster dectection amount gaining! Currently at 0.9494971
Monster dectection amount gaining! Currently at 0.9596011
Monster dectection amount gaining! Currently at 0.9696919
Monster dectection amount gaining! Currently at 0.9797826
Monster dectection amount gaining! Currently at 0.9898734
Monster dectection amount gaining! Currently at 1
Monster detection completed, Creating fake monster detection Revive Event...
Enemy Fish_Blue_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Fish_Blue_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Deathplosion Called
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Chest Level: 5
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10300
awarded keys
Updating CameraPresetUICanvases
Achievement setting successful for achievement ID 10700
Save called for path cq3_autosave0.dat
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
DESPAWNING!!!!
Enemy Grunt_Mage_Ice_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Grunt_Mage_Ice_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
charging is false
grid num 0
DESPAWNING!!!!
charging is false
Enemy Grunt_Mage_Ice_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Mage_Ice_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
DESPAWNING!!!!
charging is false
DESPAWNING!!!!
charging is false
charging is false
Enemy Grunt_Mage_Ice_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Mage_Ice_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Grunt_Mage_Ice_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Mage_Ice_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Grunt_Mage_Ice_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Mage_Ice_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Grunt_Mage_Ice_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Mage_Ice_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Grunt_Mage_Ice_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Mage_Ice_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Grunt_Mage_Ice_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Updating CameraPresetUICanvases
Load called for path cq3_save0.dat
Achievement setting successful for achievement ID 10400
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
QuestPointOfInterest(Clone) ([Link]) is not found in Point of
Interest collection!
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10300
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -24
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_save0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10300
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
grid num -34
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_FortPurricade/Destructible_Tropical_Gate_Wood
en (1)/Tropical_Gate_Wooden"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (Shadow
Hidden)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_FortPurricade/Destructible_Tropical_Gate_Wood
en (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (10)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wreck_Boat"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Manor_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Castle"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Castle (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Lovetower"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Maze/Tropical_8BitDungeon_Wall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Furggy Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_PuzzleStone_Straits/Tropical_MessageStone"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_P
ostman/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LonelyIsle/ChestTrigger_Lonely_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_SpicySquid_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/InteractableTriggers/NPC/NPC_Lightmouse/Tropical_Lighthouse"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Straits Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_KiddCat_Smithy"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_House_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_MageShop"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long
Island/PUZZLESTONE/LongIsland_HitComboPuzzlePiece_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sandy
Islands/PUZZLESTONE/SandyIsland_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_05"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
1/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_Twilight/ChestTrigger_Twlight_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestTrigger_Straits_01/Chest_Base"
[ MapIconHandler ] ------ Creating All Map Icons
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
grid num 1
Loading quest WorldQuest_RunningGold_Furtigua
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_StraitsWatchtower
Loading quest WorldQuest_Mewtallica_Ship
Loading quest WorldQuest_Fishercat_FishLove
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_BootyCave
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_Fishercat_FishSunset
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_Fishercat_FishGhost
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_Lovebook_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_FortPurricade
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Fishercat_FishRock
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_Tavern
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_05
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_InfinityTower
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_04
Loading quest WorldQuest_GoldenTower
Loading quest WorldQuest_GoingPostal
Loading quest MainQuest_07_Key_01
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_02
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Bush
Loading quest WorldQuest_Fishercat
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_PirateKing
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest MainQuest_03
Loading quest WorldQuest_MewtallicaConcert
Loading quest WorldQuest_PuzzleStone_Straits
Loading quest WorldQuest_FortWreck
Loading quest MainQuest_07_Key_02
Loading quest WorldQuest_IcePirate
Spawing in
Spawing in
Spawing in
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
DESPAWNING!!!!
PlayInteractionFeedbackEffect
PlayInteractionFeedbackEffect
Enemy Grunt_Mage_Ice_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Grunt_Mage_Ice_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
charging is false
charging is false
grid num 0
charging is false
charging is false
charging is false
charging is false
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0.4 / id 285766.
To disable this warning, set '[Link] = false;'.
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0.4 / id 286077.
To disable this warning, set '[Link] = false;'.
DESPAWNING!!!!
Tween's 'endValue' equals to the current animated value: (0.86, 0.00, 0.00, 0.00),
tween: shadow / Alpha / duration 0.4 / id 286201.
To disable this warning, set '[Link] = false;'.
charging is false
charging is false
Deaggro set destination
Enemy Grunt_Mage_Ice_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
grid num 1
Enemy Grunt_Mage_Ice_MonsterConfig (UnitConfig) is being agrro-ed, entering combat
mode!
Enemy Grunt_Mage_Ice_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Mage_Ice_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
grid num 0
Enemy Grunt_Mage_Ice_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Mage_Ice_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
No point of interests found for quest Ice Pirates!
Save called for path cq3_autosave0.dat
grid num 1
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
grid num -24
grid num -31
[ Scene Change Progress ] ------ Despawning scene
[ MapIconHandler ] ------ Destroying All Map Icons
grid num -33
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
grid num -34
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ All UnLoading Completed
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Loading Castle_IcePiratesHideout
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Updating CameraPresetUICanvases
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "SceneController/ChestTriggers/ChestTrigger_04/Chest_Base"
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
Enemy Grunt_Mage_Ice_XAxis_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
Updating CameraPresetUICanvases
charging is false
Updating CameraPresetUICanvases
Enemy Grunt_Mage_Ice_XAxis_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Mage_Ice_XAxis_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Achievement setting successful for achievement ID 10300
awarded keys
awarded keys
Save called for path cq3_autosave0.dat
Save called for path cq3_save0.dat
Updating CameraPresetUICanvases
[Instance Portal] --- OnInteract
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ AutoSave and setting last used Portal ID
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ internal portal (no force reload) skipping ahead
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Scene is already loaded, skipping ahead to
AllLoadingCompleted
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Mage_Ice_XAxis_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
charging is false
Updating CameraPresetUICanvases
Updating CameraPresetUICanvases
charging is false
charging is false
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Mage_Ice_XAxis_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Mage_Ice_XAxis_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Mage_Ice_XAxis_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Mage_Ice_XAxis_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Mage_Ice_XAxis_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
charging is false
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Mage_Ice_XAxis_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Mage_Ice_XAxis_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Mage_Ice_XAxis_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Mage_Ice_XAxis_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Mage_Ice_XAxis_MonsterConfig (UnitConfig) is being agrro-ed, entering
combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is being agrro-ed, entering combat mode!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Enemy Grunt_Mage_Ice_XAxis_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for
audio changes!
Enemy Grunt_Rat_MonsterConfig (UnitConfig) is de-aggro-ed, to handle for audio
changes!
Updating CameraPresetUICanvases
Load called for path cq3_save0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10300
[ Scene Change Progress ] ------ Process Starting
[ Scene Change Progress ] ------ PreTransition Started
[ Scene Change Progress ] ------ Disable Players Control, pushing none to input
stack
[ Scene Change Progress ] ------ PreTransition Completed
[ Scene Change Progress ] ------ Loading Buffer Scene
[ Scene Change Progress ] ------ Despawning scene
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
DESPAWNING!!!!
SpawnerHandler --- CleanupTrackedSpells
[ Scene Change Progress ] ------ Despawn Scene Completed
[ Scene Change Progress ] ------ Resolving previous scenes
[ Scene Change Progress ] ------ Force reloading or going to NON game scene (like
main menu)
[ Scene Change Progress ] ------ Unloading MainOverworld
[ Scene Change Progress ] ------ Unloading Castle_IcePiratesHideout
[ MapIconHandler ] ------ Destroying All Map Icons
[ Scene Change Progress ] ------ All UnLoading Completed
Load called for path cq3_save0.dat
Achievement setting successful for achievement ID 10400
Achievement setting successful for achievement ID 10700
Achievement setting successful for achievement ID 10200
Achievement setting successful for achievement ID 10300
[ Scene Change Progress ] ------ Resolve Next Scene
Reset to default fallback visual data
[ Scene Change Progress ] ------ Force Reloading overworld
Failed to create agent because there is no valid NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Achievement setting successful for achievement ID 10400
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
FSM not assigned in FSMInteractableBehaviour. Trying to get automatically...
FSM assigned automatically. It is still recommended to link the FSM manually!
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
tilemapList 3
tilemap 2
tilemap 3
tilemap 7
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Stonewall"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_Stonewall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_FortPurricade/Destructible_Tropical_Gate_Wood
en (1)/Tropical_Gate_Wooden"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (Shadow
Hidden)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Watchtower (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Infinity Island/Tropical_Rock_03 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_FortPurricade/Destructible_Tropical_Gate_Wood
en (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (10)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lonely Isle/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wreck_Boat"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long Island/Tropical_Wood_Barricade (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Wood_Barricade (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_Manor_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Castle"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Cave"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Castle (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Lovepur Islands/Tropical_Lovetower"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Star_Pillar (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Isles/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset Maze/Tropical_8BitDungeon_Wall (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Ruins_Rubble_01 (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Furggy Island/Tropical_Ruins_Rubble_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Ruins_Rubble_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/Quests/WQ/WorldQuest_PuzzleStone_Straits/Tropical_MessageStone"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twilight Isles/Tropical_Pole_Spike_Oinker (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_Wreck_Mast (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_SunsetMaze/ChestTrigger_SunsetMaze_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LongTailIsland/ChestTrigger_LongIsland_
FortTail/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_Twilight/ChestTrigger_Twlight_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_P
ostman/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LonelyIsle/ChestTrigger_Lonely_01/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_03/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_SpicySquid_0
2/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_Sunset/ChestTrigger_Sunset_02/
Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestTrigger_Straits_01/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawner_LongTailIsland/ChestTrigger_LongIsland_
01/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/ChestTriggers/ChestSpawners_PurvannaIsland/ChestTrigger_Purvanna_0
1/Chest_Base"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path
"SceneController/InteractableTriggers/NPC/NPC_Lightmouse/Tropical_Lighthouse"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Straits Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_KiddCat_Smithy"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_01/Tropical_House_01 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (9)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_House_01 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Purvanna Island/Tropical_MageShop"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Twin Islands/Island_02/Tropical_House_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Long
Island/PUZZLESTONE/LongIsland_HitComboPuzzlePiece_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_01"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sandy
Islands/PUZZLESTONE/SandyIsland_HitComboPuzzlePiece_03"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Code Island/PUZZLESTONE/HitComboPuzzlePiece_02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD
ASSETS/PUZZLESTONE_Monoliths/HitComboPuzzlePiece_Monolith_04"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "WORLD ASSETS/Sunset
Isles/PUZZLESTONE/Sunset_HitComboPuzzlePiece_05"
[ Scene Change Progress ] ------ Overworld Reset Reloaded
[ Scene Change Progress ] ------ Final Target scene is not overworld, cleaning up
more overworld scene stuff first
[ Scene Change Progress ] ------ Despawning scene
grid num -34
SpawnerHandler --- CleanupTrackedSpells
Loading quest WorldQuest_RunningGold_Furtigua
Loading quest SQ_WorldQuest_Aelius_01
Loading quest WorldQuest_StraitsWatchtower
Loading quest WorldQuest_Mewtallica_Ship
Loading quest WorldQuest_Fishercat_FishLove
Loading quest SQ_WorldQuest_GentlebrosSpeech
Loading quest WorldQuest_LostItem_SunsetTreasure
Loading quest SQ_WorldQuest_Aelius_03
Loading quest WorldQuest_HiddenItem_SandyIsle_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Catuga
Loading quest WorldQuest_RunningGold_Sunset
Loading quest WorldQuest_BootyCave
Loading quest WorldQuest_PurrmaidTreasure_Furggy
Loading quest WorldQuest_PurrmaidTreasure_Furtigua
Loading quest WorldQuest_FirePiratesHideout
Loading quest WorldQuest_PurrmaidTreasure_Twin
Loading quest WorldQuest_HiddenItem_SunsetMaze_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Purvanna
Loading quest WorldQuest_Fishercat_FishSunset
Loading quest SQ_WorldQuest_Aelius_02
Loading quest WorldQuest_PurrmaidTreasure_PawtPurvanna
Loading quest WorldQuest_Lovebook_03
Loading quest WorldQuest_RunningGold_Twilight
Loading quest WorldQuest_PurrmaidTreasure_Twilight
Loading quest WorldQuest_Fishercat_FishGhost
Loading quest WorldQuest_RunningGold_Furggy
Loading quest WorldQuest_Gate_Twilight
Loading quest WorldQuest_Lovebook_02
Loading quest WorldQuest_LostItem_TwilightTreasure
Loading quest MainQuest_05_Gate_02
Loading quest WorldQuest_FortPurricade
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note01
Loading quest MainQuest_07
Loading quest MainQuest_07_Key_03
Loading quest WorldQuest_Lightmouse
Loading quest WorldQuest_PirateKing_Ship
Loading quest WorldQuest_Fishercat_FishRock
Loading quest WorldQuest_MewtallicaAmbush
Loading quest WorldQuest_MonsterResearcher
Loading quest WorldQuest_RunningGold_Purvanna
Loading quest WorldQuest_Tavern
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_TwinTowns
Loading quest MainQuest_05
Loading quest WorldQuest_Lovebook_01
Loading quest MainQuest_InfinityTower
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_Purrmaid
Loading quest MainQuest_04
Loading quest WorldQuest_GoldenTower
Loading quest WorldQuest_GoingPostal
Loading quest MainQuest_07_Key_01
Loading quest MainQuest_05_Gate_01
Loading quest MainQuest_02
Loading quest WorldQuest_HiddenItem_Furggy_Rock
Loading quest WorldQuest_PuzzleStone_Meowgus
Loading quest WorldQuest_HiddenItem_Starfish
Loading quest WorldQuest_PurrmaidTreasure_Sunset
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note03
Loading quest WorldQuest_HiddenItem_Rock
Loading quest WorldQuest_Lovepurr
Loading quest WorldQuest_HiddenItem_Bush
Loading quest WorldQuest_Fishercat
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Loading quest WorldQuest_8BitDungeon
Loading quest WorldQuest_RubberDuck
Loading quest WorldQuest_PirateKing
Loading quest SQ_WorldQuest_GentlebrosSpeech_Note02
Loading quest MainQuest_03
Loading quest WorldQuest_MewtallicaConcert
Loading quest WorldQuest_PuzzleStone_Straits
Loading quest WorldQuest_FortWreck
Loading quest MainQuest_07_Key_02
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
[ Scene Change Progress ] ------ OverworldForceReloadCompleted Despawn Scene
Completed
[ Scene Change Progress ] ------ Loading Castle_IcePiratesHideout
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Failed to create agent because it is not close enough to the NavMesh
Setting next scene visuals
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
There should only be one PlayMakerGUI per scene!
[ Scene Change Progress ] ------ Unloading Buffer Scene
[ Scene Change Progress ] ------ All Loading Completed
Players respawn completed, camera settings hard set completed
Setting next zone - all subsequent atlas read should be based on this zone's
related atlas
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
Final Render Scale : 1
[BlendVisualData] === Current Graphics Settings Renderer Pipeline Render Scale : 1
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected
collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider.
Scene hierarchy path "SceneController/ChestTriggers/ChestTrigger_04/Chest_Base"
Loading quest DungeonQuest_IcePiratesHideout
Loading quest DungeonQuest_IcePiratesHideout_Floor02_Gate_01
[ Scene Change Progress ] ------ Post Transition Completed
[ Scene Change Progress ] ------ Regain Players Control, removing none from input
stack
Updating CameraPresetUICanvases
UIControllerPanel OnAllShowPanelComplete
[ MapIconHandler ] ------ Destroying All Quest Map Icons
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
UIControllerPanel OnAllShowPanelComplete
Setting up 5 worker threads for Enlighten.