LOG: 13.12.2024 09:03:06 ChangeResolution(1366 x 768 @ -1Hz) Screen.width: 1366, Screen.hieght: 768 LOG: 13.12.2024 09:03:07 ChangeFullscreenMode(Windowed) Screen.fullScreenMode: Windowed WARNING: 13.12.2024 09:03:07 GetLocalizedText(languageKey: System.Language.English) Failed! currentLanguagePackage is null and was not inited! WARNING: 13.12.2024 09:03:07 GetLocalizedText(languageKey: System.Language.German) Failed! currentLanguagePackage is null and was not inited! WARNING: 13.12.2024 09:03:07 GetLocalizedText(languageKey: System.NativeGerman) Failed! currentLanguagePackage is null and was not inited! WARNING: 13.12.2024 09:03:07 GetLocalizedText(languageKey: System.Language.Chinese(Simplified)) Failed! currentLanguagePackage is null and was not inited! WARNING: 13.12.2024 09:03:07 GetLocalizedText(languageKey: System.NativeChinese(Simplified)) Failed! currentLanguagePackage is null and was not inited! WARNING: 13.12.2024 09:03:07 GetLocalizedText(languageKey: System.Language.Russian) Failed! currentLanguagePackage is null and was not inited! WARNING: 13.12.2024 09:03:07 GetLocalizedText(languageKey: System.NativeRussian) Failed! currentLanguagePackage is null and was not inited! WARNING: 13.12.2024 09:03:07 GetLocalizedText(languageKey: System.Language.Japanese) Failed! currentLanguagePackage is null and was not inited! WARNING: 13.12.2024 09:03:07 GetLocalizedText(languageKey: System.NativeJapanese) Failed! currentLanguagePackage is null and was not inited! WARNING: 13.12.2024 09:03:07 GetLocalizedText(languageKey: System.Language.Chinese(Traditional)) Failed! currentLanguagePackage is null and was not inited! WARNING: 13.12.2024 09:03:07 GetLocalizedText(languageKey: System.NativeChinese(Traditional)) Failed! currentLanguagePackage is null and was not inited! WARNING: 13.12.2024 09:03:07 GetLocalizedText(languageKey: System.Language.Korean) Failed! currentLanguagePackage is null and was not inited! WARNING: 13.12.2024 09:03:07 GetLocalizedText(languageKey: System.NativeKorean) Failed! currentLanguagePackage is null and was not inited! WARNING: 13.12.2024 09:03:07 GetLocalizedText(languageKey: System.Language.Ukrainian) Failed! currentLanguagePackage is null and was not inited! WARNING: 13.12.2024 09:03:07 GetLocalizedText(languageKey: System.NativeUkrainian) Failed! currentLanguagePackage is null and was not inited! LOG: 13.12.2024 09:03:07 Try to ChangeLanguage() to ENGLISH WARNING: 13.12.2024 09:03:08 DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. LOG: 13.12.2024 09:03:08 RealLifeSessionsManager.DetermineCurrentSession() => The event 'Christmas' is triggered! LOG: 13.12.2024 09:03:08 NEW GAMESEED: '1308-?LI0' resetSeededCalls: True WARNING: 13.12.2024 09:03:08 GetIsBossEnemy (0# incorrect_settings_in_enemyprefab) is not in EnemyDatabase List! LOG: 13.12.2024 09:03:08 CollectAllEnemyInfoPackagesAssets: EnemyInfoDictionarySO.EnemyInfoDictionary has 68 entries before refreshing ... LOG: 13.12.2024 09:03:08 CollectAllEnemyInfoPackagesAssets: EnemyInfoDictionarySO.EnemyInfoDictionary has 68 entries now! WARNING: 13.12.2024 09:03:08 MechionaryManager.AddMechionaryGUIDEntry( ME_ENEMY_ANGER_Stationary_Turret_Wut_1e53e27cda94) was already added to list! check code ... WARNING: 13.12.2024 09:03:08 MechionaryManager.AddMechionaryGUIDEntry( ME_ENEMY_ANGER_Stationary_Sniper_Wut_1e53e27cda94) was already added to list! check code ... LOG: 13.12.2024 09:03:08 MOODS Action-Roguelite by StickyStoneStudio GmbH | V.: 0.6.01.5979 | Mode: DirectPlay BUILD PLAYABLE with no restrictions LOG: 13.12.2024 09:03:08 CollectAllRoomInfoPackagesAssets: RoomInfoDictionarySO.RoomInfoDictionary has 255 entries before refreshing ... LOG: 13.12.2024 09:03:08 CollectAllRoomInfoPackagesAssets: RoomInfoDictionarySO.RoomInfoDictionary has 255 entries now! LOG: 13.12.2024 09:03:11 [RichPresenceManager] ChangeActivity to GeneralActivity .. WARNING: 13.12.2024 09:03:11 RealLifeSessionController Prefab (null) or parent (null) is null, cannot load game object. WARNING: 13.12.2024 09:03:11 DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. LOG: 13.12.2024 09:03:12 LoadingMenu.SetCurrentLoadingScreen() => Base LOG: 13.12.2024 09:03:12 NEW GAMESEED: '4QN8-TJEZ' resetSeededCalls: True LOG: 13.12.2024 09:03:14 WindowManager.LoadMenu => InGameMenu LOG: 13.12.2024 09:03:16 is Loading Quests WARNING: 13.12.2024 09:03:16 MechionaryManager.GetEnemyNameFromEntry(enemyTyp: incorrect_settings_in_enemyprefab) could not be found. Mechionary Entry is missing! WARNING: 13.12.2024 09:03:16 GetIsBossEnemy (0# incorrect_settings_in_enemyprefab) is not in EnemyDatabase List! LOG: 13.12.2024 09:03:16 loaded mechionary progress for savegame:Q.U.I.N. LOG: 13.12.2024 09:03:16 Menu.LoadMenuPanel => AdminCustomRoom (MenuID: InGameMenu) WARNING: 13.12.2024 09:03:18 MechOutlineController.init() => HighlightEffect is not referenced of the rootMesh of Mech_Player(Clone) ! Consider Add it in the Prefab. Searching for Reference now ... LOG: 13.12.2024 09:03:18 EvaluateEmotionalOvercharge() => Difficulty : Easy value 50 LOG: 13.12.2024 09:03:18 MapController: Change CurrentTheme from 'HomeBase' to 'Trauer' LOG: 13.12.2024 09:03:18 SetCurrentMapSelectorChoice => DungeonDepth: 0 NextDungeonDepth: 0 PersistentDungeonDepth: 0 CurrentTheme: Trauer LOG: 13.12.2024 09:03:18 LoadingMenu.SetCurrentLoadingScreen() => TSR_Level1 LOG: 13.12.2024 09:03:18 Generate Level Started! Level: Level_A theme: Trauer GameSeed: 4QN8-TJEZ SeedCalls: 40 LOG: 13.12.2024 09:03:25 MapController.MaxChallengeRoomsReached() => MaxChallengeRooms is caused?False LOG: 13.12.2024 09:03:27 Generate Level Completed! Loading time: 8,188s LOG: 13.12.2024 09:03:27 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel was null. LOG: 13.12.2024 09:03:27 Menu.LoadMenuPanel => DefaultPanel (MenuID: InGameMenu) LOG: 13.12.2024 09:03:27 WindowManager.UnloadMenu => LoadingMenu LOG: 13.12.2024 09:03:27 EvaluateEmotionalOvercharge() => Difficulty : Easy value 50 LOG: 13.12.2024 09:03:27 CurrentRoom ReverbTheme isAlley_Small LOG: 13.12.2024 09:03:27 Menu.GoToPanel() 'AbilityClassContext' transitionFade?: 'True' currentpanel was null. LOG: 13.12.2024 09:03:27 Menu.LoadMenuPanel => AbilityClassContext (MenuID: InGameMenu) LOG: 13.12.2024 09:03:29 CurrentRoom ReverbTheme isAlley_Small WARNING: 13.12.2024 09:03:29 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(0# Typ_Spawn)_Spawn2_Degrees0/CullingContainer/Static/Buildings/Blockbulding_outlineshader2/SORROW_LevelA_LM_SideBulding_Broken/Collider" WARNING: 13.12.2024 09:03:29 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(0# Typ_Spawn)_Spawn2_Degrees0/CullingContainer/Static/Buildings/Blockbulding_outlineshader2/SORROW_LevelA_LM_SideBulding_Broken/Collider" WARNING: 13.12.2024 09:03:29 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(0# Typ_Spawn)_Spawn2_Degrees0/CullingContainer/Static/Buildings/Blockbulding_outlineshader2/SORROW_LevelA_LM_SideBulding_Broken/Collider" WARNING: 13.12.2024 09:03:29 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(0# Typ_Spawn)_Spawn2_Degrees0/CullingContainer/Static/Buildings/Blockbulding_outlineshader2/SORROW_LevelA_LM_SideBulding_Broken/Collider" WARNING: 13.12.2024 09:03:29 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(0# Typ_Spawn)_Spawn2_Degrees0/CullingContainer/Static/Buildings/Blockbulding_outlineshader2/SORROW_LevelA_LM_SideBulding_Broken/Collider" WARNING: 13.12.2024 09:03:30 Language Text not found! (Path: Main Description) WARNING: 13.12.2024 09:03:30 Language Text not found! (Path: Main Description) WARNING: 13.12.2024 09:03:30 Language Text not found! (Path: Main Description) LOG: 13.12.2024 09:03:30 CurrentContext_AbilitySlots_SelectionChanged selection to 2 LOG: 13.12.2024 09:03:30 TryAddWeapon(Items.Weapons.ArcblastName) => Items.Weapons.ArcblastName 1 LOG: 13.12.2024 09:03:30 TryAddItem(Equipment) => Equipment_Arm_Sorrow Arm LOG: 13.12.2024 09:03:30 TryAddItem(Equipment) => Equipment_Torso_Sorrow Torso LOG: 13.12.2024 09:03:30 TryAddItem(Equipment) => Equipment_Foot_Sorrow Foot LOG: 13.12.2024 09:03:30 TryAddItem(Equipment) => Equipment_Legs_Sorrow Legs LOG: 13.12.2024 09:07:40 CurrentContext_AbilitySlots_SelectionChanged selection to 1 LOG: 13.12.2024 09:07:40 TryAddWeapon(Items.Weapons.WrathRepeaterName) => Items.Weapons.WrathRepeaterName 1 LOG: 13.12.2024 09:07:40 TryAddItem(Equipment) => Equipment_Arm_Anger Arm LOG: 13.12.2024 09:07:40 TryAddItem(Equipment) => Equipment_Torso_Anger Torso LOG: 13.12.2024 09:07:40 TryAddItem(Equipment) => Equipment_Foot_Anger Foot LOG: 13.12.2024 09:07:40 TryAddItem(Equipment) => Equipment_Legs_Anger Legs LOG: 13.12.2024 09:07:40 CurrentContext_AbilitySlots_SelectionChanged selection to 0 LOG: 13.12.2024 09:07:40 TryAddWeapon(Items.Weapons.FusionFlintlockName) => Items.Weapons.FusionFlintlockName 1 LOG: 13.12.2024 09:07:40 TryAddItem(Equipment) => Equipment_Arm_Pride Arm LOG: 13.12.2024 09:07:40 TryAddItem(Equipment) => Equipment_Torso_Anger Torso LOG: 13.12.2024 09:07:41 TryAddItem(Equipment) => Equipment_Foot_Anger Foot LOG: 13.12.2024 09:07:41 TryAddItem(Equipment) => Equipment_Legs_Pride Legs LOG: 13.12.2024 09:07:41 CurrentContext_AbilitySlots_SelectionChanged selection to 7 LOG: 13.12.2024 09:07:41 TryAddWeapon(Items.Weapons.SnipeShotName) => Items.Weapons.SnipeShotName 1 LOG: 13.12.2024 09:07:41 TryAddItem(Equipment) => Equipment_Arm_Sorrow Arm LOG: 13.12.2024 09:07:41 TryAddItem(Equipment) => Equipment_Torso_Sorrow Torso LOG: 13.12.2024 09:07:41 TryAddItem(Equipment) => Equipment_Foot_Sorrow Foot LOG: 13.12.2024 09:07:41 TryAddItem(Equipment) => Equipment_Legs_Sorrow Legs LOG: 13.12.2024 09:07:41 TryAddItem(Equipment) => Equipment_Arm_Pride Arm LOG: 13.12.2024 09:07:41 TryAddItem(Equipment) => Equipment_Torso_Anger Torso LOG: 13.12.2024 09:07:41 TryAddItem(Equipment) => Equipment_Foot_Anger Foot LOG: 13.12.2024 09:07:41 TryAddItem(Equipment) => Equipment_Legs_Pride Legs LOG: 13.12.2024 09:07:41 TryAddWeapon(Items.Weapons.SnipeShotName) => Items.Weapons.SnipeShotName 1 LOG: 13.12.2024 09:07:41 TryAddItem(Equipment) => Equipment_Arm_Sorrow Arm LOG: 13.12.2024 09:07:41 TryAddItem(Equipment) => Equipment_Torso_Sorrow Torso LOG: 13.12.2024 09:07:41 TryAddItem(Equipment) => Equipment_Foot_Sorrow Foot LOG: 13.12.2024 09:07:42 TryAddItem(Equipment) => Equipment_Legs_Sorrow Legs LOG: 13.12.2024 09:07:42 SAVE GAME => Q.U.I.N. id:-1 guid:305ab92d-a4f4-461b-9e3d-ed5ed5334b36 LOG: 13.12.2024 09:07:42 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'AbilityClassContext' WARNING: 13.12.2024 09:07:42 Menu.LoadMenuPanel DefaultPanel failed. It was Loaded before and is present in the scene! (MenuID: InGameMenu) LOG: 13.12.2024 09:07:42 TryAddItem(Equipment) => Equipment_Arm_Sorrow Arm LOG: 13.12.2024 09:07:42 TryAddItem(Equipment) => Equipment_Torso_Sorrow Torso LOG: 13.12.2024 09:07:42 TryAddItem(Equipment) => Equipment_Foot_Sorrow Foot LOG: 13.12.2024 09:07:42 TryAddItem(Equipment) => Equipment_Legs_Sorrow Legs LOG: 13.12.2024 09:07:42 CurrentRoom ReverbTheme isAlley_Small LOG: 13.12.2024 09:07:42 UpdatePlayerProgress LOG: 13.12.2024 09:07:42 SAVE GAME => Q.U.I.N. id:-1 guid:305ab92d-a4f4-461b-9e3d-ed5ed5334b36 LOG: 13.12.2024 09:07:42 [RichPresenceManager] ChangeActivity to SorrowArea .. WARNING: 13.12.2024 09:07:42 GoToSplashScreenPanel() 'InGame_MovementShooting' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:07:42 GoToSplashScreenPanel() 'InGame_Ability' failed. Splashscreens are disabled in the Build. LOG: 13.12.2024 09:07:42 Menu.UnloadMenuPanel => AbilityClassContext LOG: 13.12.2024 09:07:44 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'DefaultPanel' LOG: 13.12.2024 09:07:44 Menu.GoToPanel() 'AbilitySkillContext' transitionFade?: 'True' currentpanel is: 'DefaultPanel' LOG: 13.12.2024 09:07:44 Menu.LoadMenuPanel => AbilitySkillContext (MenuID: InGameMenu) LOG: 13.12.2024 09:07:45 Menu.UnloadMenuPanel => DefaultPanel LOG: 13.12.2024 09:07:48 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'AbilitySkillContext' LOG: 13.12.2024 09:07:48 Menu.LoadMenuPanel => DefaultPanel (MenuID: InGameMenu) LOG: 13.12.2024 09:07:48 Menu.UnloadMenuPanel => AbilitySkillContext LOG: 13.12.2024 09:07:48 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'DefaultPanel' LOG: 13.12.2024 09:07:48 Menu.GoToPanel() 'AbilitySkillContext' transitionFade?: 'True' currentpanel is: 'DefaultPanel' LOG: 13.12.2024 09:07:48 Menu.LoadMenuPanel => AbilitySkillContext (MenuID: InGameMenu) LOG: 13.12.2024 09:07:49 Menu.UnloadMenuPanel => DefaultPanel LOG: 13.12.2024 09:07:50 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'AbilitySkillContext' LOG: 13.12.2024 09:07:50 Menu.LoadMenuPanel => DefaultPanel (MenuID: InGameMenu) LOG: 13.12.2024 09:07:50 Menu.UnloadMenuPanel => AbilitySkillContext LOG: 13.12.2024 09:07:53 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'DefaultPanel' LOG: 13.12.2024 09:07:53 Menu.GoToPanel() 'AbilitySkillContext' transitionFade?: 'True' currentpanel is: 'DefaultPanel' LOG: 13.12.2024 09:07:53 Menu.LoadMenuPanel => AbilitySkillContext (MenuID: InGameMenu) LOG: 13.12.2024 09:07:53 Menu.UnloadMenuPanel => DefaultPanel LOG: 13.12.2024 09:07:59 (AbilitySkillContextController.OnButtonSuccess) Interaction: confirm, owner: Player1, player.Owner: Player1, isVisible: True, SkillPointsAvailableForPlayer: 1 LOG: 13.12.2024 09:07:59 AbilitySkillContextController.ConfirmChosenSkill() Try open ... LOG: 13.12.2024 09:08:00 TryAddWeapon(Items.Weapons.SnipeShotName) => Items.Weapons.SnipeShotName 1 LOG: 13.12.2024 09:08:02 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'AbilitySkillContext' LOG: 13.12.2024 09:08:02 Menu.LoadMenuPanel => DefaultPanel (MenuID: InGameMenu) LOG: 13.12.2024 09:08:02 Menu.UnloadMenuPanel => AbilitySkillContext LOG: 13.12.2024 09:08:03 Menu.GoToPanel() 'Info' transitionFade?: 'True' currentpanel is: 'DefaultPanel' LOG: 13.12.2024 09:08:03 Menu.LoadMenuPanel => Info (MenuID: InGameMenu) LOG: 13.12.2024 09:08:03 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'Info' WARNING: 13.12.2024 09:08:03 Menu.LoadMenuPanel DefaultPanel failed. It was Loaded before and is present in the scene! (MenuID: InGameMenu) LOG: 13.12.2024 09:08:03 Menu.GoToPanel() 'AbilitySkillContext' transitionFade?: 'True' currentpanel is: 'DefaultPanel' LOG: 13.12.2024 09:08:03 Menu.LoadMenuPanel => AbilitySkillContext (MenuID: InGameMenu) LOG: 13.12.2024 09:08:04 InfoPanel: BreakCurrendInfoPanelAnimation! LOG: 13.12.2024 09:08:04 Menu.UnloadMenuPanel => DefaultPanel LOG: 13.12.2024 09:08:06 (AbilitySkillContextController.OnButtonSuccess) Interaction: confirm, owner: Player1, player.Owner: Player1, isVisible: True, SkillPointsAvailableForPlayer: 1 LOG: 13.12.2024 09:08:06 AbilitySkillContextController.ConfirmChosenSkill() Try open ... LOG: 13.12.2024 09:08:06 TryAddWeapon(Items.Weapons.SnipeShotName) => Items.Weapons.SnipeShotName 1 LOG: 13.12.2024 09:08:06 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'AbilitySkillContext' LOG: 13.12.2024 09:08:06 Menu.LoadMenuPanel => DefaultPanel (MenuID: InGameMenu) LOG: 13.12.2024 09:08:07 Menu.UnloadMenuPanel => AbilitySkillContext LOG: 13.12.2024 09:08:08 OpenChest DelayedCall: CHESTTYPE: Addin LOG: 13.12.2024 09:08:08 Menu.GoToPanel() 'LootContext' transitionFade?: 'True' currentpanel is: 'DefaultPanel' LOG: 13.12.2024 09:08:08 Menu.LoadMenuPanel => LootContext (MenuID: InGameMenu) LOG: 13.12.2024 09:08:09 Menu.UnloadMenuPanel => DefaultPanel LOG: 13.12.2024 09:08:20 LootContextPanel OnButtonSuccess => confirm LOG: 13.12.2024 09:08:21 TryAddItem(WeaponAddin) => Items.Addins.TargetExpName LOG: 13.12.2024 09:08:22 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'LootContext' LOG: 13.12.2024 09:08:22 Menu.LoadMenuPanel => DefaultPanel (MenuID: InGameMenu) LOG: 13.12.2024 09:08:22 CurrentRoom ReverbTheme isAlley_Open LOG: 13.12.2024 09:08:22 TrySpawnEnemy SORROW_EyeOfMallory delay 1,75 LOG: 13.12.2024 09:08:22 TrySpawnEnemy SORROW_BladeSentinel delay 1,75 WARNING: 13.12.2024 09:08:22 EnemyWaveController.cs StartWaveGroup() spawned an enemy in the first wave with delay. For enemy SORROW_BladeSentinel in Wave: StickyStoneStudio.MOODS.EnemyWaveGroup LOG: 13.12.2024 09:08:22 TrySpawnEnemy SORROW_BladeSentinel delay 1,75 WARNING: 13.12.2024 09:08:22 EnemyWaveController.cs StartWaveGroup() spawned an enemy in the first wave with delay. For enemy SORROW_BladeSentinel in Wave: StickyStoneStudio.MOODS.EnemyWaveGroup LOG: 13.12.2024 09:08:22 Menu.UnloadMenuPanel => LootContext WARNING: 13.12.2024 09:08:24 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:08:24 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:08:24 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:08:24 Warning: RealLifeSessionController with 'RealLifeSession.None' should be avoided. 'SORROW_Mesh_SadSquishy' Please remove that before shipping ... WARNING: 13.12.2024 09:08:25 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:08:25 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:08:26 Turret_Joy_Modular(Clone) (StickyStoneStudio.MOODS.AbilityTurret): RealLifeSessionController component not found on the GameObject during Enemy initialization. If this is intentional, you can safely ignore this warning. LOG: 13.12.2024 09:08:26 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:08:26 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:08:26 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:08:26 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:08:26 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:08:26 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:08:26 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:08:26 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:08:27 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... WARNING: 13.12.2024 09:08:28 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:08:28 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:08:28 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:08:28 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:08:28 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:28 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:08:28 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:08:28 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:08:28 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:28 Warning: RealLifeSessionController with 'RealLifeSession.None' should be avoided. 'SORROW_Mesh_SadSquishy' Please remove that before shipping ... WARNING: 13.12.2024 09:08:28 Warning: RealLifeSessionController with 'RealLifeSession.None' should be avoided. 'SORROW_Mesh_SadSquishy' Please remove that before shipping ... WARNING: 13.12.2024 09:08:28 Warning: RealLifeSessionController with 'RealLifeSession.None' should be avoided. 'SORROW_Mesh_SadSquishy' Please remove that before shipping ... WARNING: 13.12.2024 09:08:29 MoveTowards failed. Navmesh-Agent 'Trauer_EyeOfMallory(Clone) decoy' is not on a navmesh LOG: 13.12.2024 09:08:30 True WARNING: 13.12.2024 09:08:30 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:30 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:30 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:30 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:30 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:30 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:31 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:31 MoveTowards failed. Navmesh-Agent 'Trauer_EyeOfMallory(Clone)' is not on a navmesh WARNING: 13.12.2024 09:08:31 MoveTowards failed. Navmesh-Agent 'Trauer_EyeOfMallory(Clone) decoy' is not on a navmesh LOG: 13.12.2024 09:08:35 True WARNING: 13.12.2024 09:08:35 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:35 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:35 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:35 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:35 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:35 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea LOG: 13.12.2024 09:08:36 TrySpawnEnemy SORROW_HoloTechnician delay 1,75 LOG: 13.12.2024 09:08:36 TrySpawnEnemy SORROW_EyeOfMallory delay 1,75 WARNING: 13.12.2024 09:08:38 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:08:38 Warning: RealLifeSessionController with 'RealLifeSession.None' should be avoided. 'SORROW_Mesh_SadSquishy' Please remove that before shipping ... WARNING: 13.12.2024 09:08:38 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:08:39 MoveTowards failed. Navmesh-Agent 'Trauer_EyeOfMallory(Clone)' is not on a navmesh LOG: 13.12.2024 09:08:40 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:08:40 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:08:41 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_02 LOG: 13.12.2024 09:08:42 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:08:43 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:08:43 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:08:44 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea LOG: 13.12.2024 09:08:44 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:08:49 CurrentRoom ReverbTheme isAlley_Open LOG: 13.12.2024 09:08:49 TrySpawnEnemy SORROW_EyeOfMallory delay 1,75 LOG: 13.12.2024 09:08:49 TrySpawnEnemy SORROW_EyeOfMallory delay 1,75 LOG: 13.12.2024 09:08:49 TrySpawnEnemy SORROW_BladeSentinel delay 1,75 WARNING: 13.12.2024 09:08:49 EnemyWaveController.cs StartWaveGroup() spawned an enemy in the first wave with delay. For enemy SORROW_BladeSentinel in Wave: StickyStoneStudio.MOODS.EnemyWaveGroup LOG: 13.12.2024 09:08:49 TrySpawnEnemy SORROW_BladeSentinel delay 1,75 WARNING: 13.12.2024 09:08:49 EnemyWaveController.cs StartWaveGroup() spawned an enemy in the first wave with delay. For enemy SORROW_BladeSentinel in Wave: StickyStoneStudio.MOODS.EnemyWaveGroup LOG: 13.12.2024 09:08:49 TrySpawnEnemy SORROW_HoloTechnician delay 1,75 WARNING: 13.12.2024 09:08:49 EnemyWaveController.cs StartWaveGroup() spawned an enemy in the first wave with delay. For enemy SORROW_HoloTechnician in Wave: StickyStoneStudio.MOODS.EnemyWaveGroup LOG: 13.12.2024 09:08:49 TrySpawnEnemy SORROW_HoloTechnician delay 1,75 WARNING: 13.12.2024 09:08:49 EnemyWaveController.cs StartWaveGroup() spawned an enemy in the first wave with delay. For enemy SORROW_HoloTechnician in Wave: StickyStoneStudio.MOODS.EnemyWaveGroup WARNING: 13.12.2024 09:08:49 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(2# Typ_D)_MagnetTrackStation_Degrees270/CullingContainer/Static/Buildings/Bulding_Outlineshader_1/SORROW_LM_Shared_Skyscraper_RoofBottomL_01/RoofBottomL" WARNING: 13.12.2024 09:08:49 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(2# Typ_D)_MagnetTrackStation_Degrees270/CullingContainer/Static/Buildings/Bulding_Outlineshader_1/SORROW_LM_Shared_Skyscraper_RoofBottomL_01/RoofBottomL" WARNING: 13.12.2024 09:08:50 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:08:50 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:08:50 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:08:50 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:08:51 Warning: RealLifeSessionController with 'RealLifeSession.None' should be avoided. 'SORROW_Mesh_SadSquishy' Please remove that before shipping ... WARNING: 13.12.2024 09:08:51 Warning: RealLifeSessionController with 'RealLifeSession.None' should be avoided. 'SORROW_Mesh_SadSquishy' Please remove that before shipping ... LOG: 13.12.2024 09:08:51 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:08:51 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:08:51 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:08:51 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:08:51 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:08:52 Turret_Joy_Modular(Clone) (StickyStoneStudio.MOODS.AbilityTurret): RealLifeSessionController component not found on the GameObject during Enemy initialization. If this is intentional, you can safely ignore this warning. LOG: 13.12.2024 09:08:53 True WARNING: 13.12.2024 09:08:54 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:54 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:54 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:54 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:54 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:54 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:08:54 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:08:54 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:08:54 Language Text not found! (Path: Drone) LOG: 13.12.2024 09:08:55 True WARNING: 13.12.2024 09:08:55 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:55 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:55 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:55 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:55 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea LOG: 13.12.2024 09:08:56 True WARNING: 13.12.2024 09:08:56 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:56 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:56 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:56 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:56 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:56 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:56 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea LOG: 13.12.2024 09:08:57 GetIconByBuffType called with buffType: MallorySpeed WARNING: 13.12.2024 09:08:57 MoveTowards failed. Navmesh-Agent 'Trauer_EyeOfMallory(Clone)' is not on a navmesh LOG: 13.12.2024 09:08:58 True WARNING: 13.12.2024 09:08:58 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:58 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:58 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:58 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:58 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:58 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:08:59 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:08:59 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:08:59 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:09:01 MoveTowards failed. Navmesh-Agent 'Trauer_BladedSentinel(Clone)' is not on a navmesh WARNING: 13.12.2024 09:09:01 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea LOG: 13.12.2024 09:09:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:09:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:09:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:09:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:09:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:09:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:09:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:09:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:09:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:09:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:09:03 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:09:04 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea LOG: 13.12.2024 09:09:05 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:09:05 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:09:05 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. LOG: 13.12.2024 09:09:05 PoolManager: Poolable 'Bullet ID: 145' was already released! Ignore call ... LOG: 13.12.2024 09:09:07 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:09:08 CurrentRoom ReverbTheme isAlley_Open LOG: 13.12.2024 09:09:10 OpenChest DelayedCall: CHESTTYPE: Weapon LOG: 13.12.2024 09:09:10 Menu.GoToPanel() 'LootContext' transitionFade?: 'True' currentpanel is: 'DefaultPanel' LOG: 13.12.2024 09:09:10 Menu.LoadMenuPanel => LootContext (MenuID: InGameMenu) WARNING: 13.12.2024 09:09:10 GoToSplashScreenPanel() 'InGame_Items_Weapons' failed. Splashscreens are disabled in the Build. LOG: 13.12.2024 09:09:11 Menu.UnloadMenuPanel => DefaultPanel LOG: 13.12.2024 09:09:15 LootContextPanel OnButtonSuccess => confirm LOG: 13.12.2024 09:09:16 TryAddWeapon(Items.Weapons.IonDriveRifleName) => Items.Weapons.IonDriveRifleName 2 LOG: 13.12.2024 09:09:17 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'LootContext' LOG: 13.12.2024 09:09:17 Menu.LoadMenuPanel => DefaultPanel (MenuID: InGameMenu) LOG: 13.12.2024 09:09:17 Menu.UnloadMenuPanel => LootContext LOG: 13.12.2024 09:09:18 Menu.GoToPanel() 'Inventar' transitionFade?: 'True' currentpanel is: 'DefaultPanel' LOG: 13.12.2024 09:09:18 Menu.LoadMenuPanel => Inventar (MenuID: InGameMenu) LOG: 13.12.2024 09:09:18 OnWeaponAddinShootable1SelectionChanged ID -> 0 LOG: 13.12.2024 09:09:18 OnWeaponSelectionChanged ID -> 0 LOG: 13.12.2024 09:09:18 OnWeaponAddinShootable1SelectionChanged ID -> 0 LOG: 13.12.2024 09:09:19 Menu.UnloadMenuPanel => DefaultPanel LOG: 13.12.2024 09:09:20 OnWeaponAddinShootable1SelectionChanged ID -> 0 LOG: 13.12.2024 09:09:20 Shootable1WeaponAddinsInventory_OnElementGrabbed() => DroppedObject: 'ItemDisplayInventory_WeaponAddins(Clone) (UnityEngine.GameObject)' FromList: 'Re-orderable Grid ScrollRect(Shootable1Addins) (UnityEngine.UI.Extensions.ReorderableList)-Index# 0' ToList: -Index# 0' Clone?: 'False' SourceObject: 'ItemDisplayInventory_WeaponAddins(Clone) (UnityEngine.GameObject)' LOG: 13.12.2024 09:09:20 Shootable2WeaponAddinsInventory_OnElementDropped() => DroppedObject: 'ItemDisplayInventory_WeaponAddins(Clone) (UnityEngine.GameObject)' FromList: 'Re-orderable Grid ScrollRect(Shootable1Addins) (UnityEngine.UI.Extensions.ReorderableList)-Index# 0' ToList: Re-orderable Grid ScrollRect(Shootable2Addins) (UnityEngine.UI.Extensions.ReorderableList)-Index# 0' Clone?: 'False' SourceObject: 'ItemDisplayInventory_WeaponAddins(Clone) (UnityEngine.GameObject)' LOG: 13.12.2024 09:09:20 Shootable2WeaponAddinsInventory_OnElementAdded() => DroppedObject: 'ItemDisplayInventory_WeaponAddins(Clone) (UnityEngine.GameObject)' FromList: 'Re-orderable Grid ScrollRect(Shootable1Addins) (UnityEngine.UI.Extensions.ReorderableList)-Index# 0' ToList: Re-orderable Grid ScrollRect(Shootable2Addins) (UnityEngine.UI.Extensions.ReorderableList)-Index# 0' Clone?: 'False' SourceObject: 'ItemDisplayInventory_WeaponAddins(Clone) (UnityEngine.GameObject)' LOG: 13.12.2024 09:09:20 MoveWeaponAddinFromToList() => addinToBeMoved: Items.Addins.TargetExpName moving from System.Collections.Generic.List`1[StickyStoneStudio.MOODS.IWeaponAddin] to System.Collections.Generic.List`1[StickyStoneStudio.MOODS.IWeaponAddin] LOG: 13.12.2024 09:09:20 OnWeaponSelectionChanged ID -> 1 LOG: 13.12.2024 09:09:20 OnWeaponAddinShootable2SelectionChanged ID -> 0 LOG: 13.12.2024 09:09:21 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'Inventar' LOG: 13.12.2024 09:09:21 Menu.LoadMenuPanel => DefaultPanel (MenuID: InGameMenu) LOG: 13.12.2024 09:09:21 Menu.UnloadMenuPanel => Inventar LOG: 13.12.2024 09:09:23 CurrentRoom ReverbTheme isAlley_Open LOG: 13.12.2024 09:09:28 CurrentRoom ReverbTheme isAlley_Open LOG: 13.12.2024 09:09:31 CurrentRoom ReverbTheme isAlley_Open LOG: 13.12.2024 09:09:31 TrySpawnEnemy SORROW_BladeSentinel delay 1,75 WARNING: 13.12.2024 09:09:31 EnemyWaveController.cs StartWaveGroup() spawned an enemy in the first wave with delay. For enemy SORROW_BladeSentinel in Wave: StickyStoneStudio.MOODS.EnemyWaveGroup LOG: 13.12.2024 09:09:31 TrySpawnEnemy SORROW_BladeSentinel delay 1,75 WARNING: 13.12.2024 09:09:31 EnemyWaveController.cs StartWaveGroup() spawned an enemy in the first wave with delay. For enemy SORROW_BladeSentinel in Wave: StickyStoneStudio.MOODS.EnemyWaveGroup LOG: 13.12.2024 09:09:31 TrySpawnEnemy SORROW_EyeOfMallory delay 1,75 WARNING: 13.12.2024 09:09:31 EnemyWaveController.cs StartWaveGroup() spawned an enemy in the first wave with delay. For enemy SORROW_EyeOfMallory in Wave: StickyStoneStudio.MOODS.EnemyWaveGroup LOG: 13.12.2024 09:09:31 TrySpawnEnemy SORROW_EyeOfMallory delay 1,75 WARNING: 13.12.2024 09:09:31 EnemyWaveController.cs StartWaveGroup() spawned an enemy in the first wave with delay. For enemy SORROW_EyeOfMallory in Wave: StickyStoneStudio.MOODS.EnemyWaveGroup WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_02/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_03/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_02/RoadbridgeMid/SORROW_Level_A_StreetRailing_01/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_02/RoadbridgeMid/SORROW_Level_A_StreetRailing_06/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_02/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_04/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_02/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_05/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_02/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_06/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_02/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_07/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_02/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_08/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_02/RoadbridgeMid" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_03/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_03/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_03/RoadbridgeMid/SORROW_Level_A_StreetRailing_01/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_03/RoadbridgeMid/SORROW_Level_A_StreetRailing_06/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_03/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_04/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_03/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_05/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_03/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_06/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_03/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_07/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_03/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_08/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_03/RoadbridgeMid" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_StreetRailing_02/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_StreetRailing_04/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_StreetRailing_11/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_StreetRailing_10/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_RoadbarrierMidDented_02/RoadbarrierMidDented/Cube.131" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_RoadbarrierMidDented_02/RoadbarrierMidDented/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_04/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_05/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_06/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_07/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_RoadbarrierMidDented_03/RoadbarrierMidDented/Cube.131" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_RoadbarrierMidDented_03/RoadbarrierMidDented/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_08/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_09/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_10/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_11/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/SORROW_Level_A_RoadbarrierConnect/RoadbarrierConnect/Cube.129" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/SORROW_Level_A_RoadbarrierConnect/RoadbarrierConnect/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/SORROW_Level_A_RoadbarrierConnect_01/RoadbarrierConnect/Cube.129" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/SORROW_Level_A_RoadbarrierConnect_01/RoadbarrierConnect/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_StreetRailing_02/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_StreetRailing_04/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_StreetRailing_11/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_StreetRailing_10/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_RoadbarrierMidDented_02/RoadbarrierMidDented/Cube.131" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_RoadbarrierMidDented_02/RoadbarrierMidDented/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_04/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_05/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_06/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_07/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_RoadbarrierMidDented_03/RoadbarrierMidDented/Cube.131" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_RoadbarrierMidDented_03/RoadbarrierMidDented/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_08/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_09/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_10/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_11/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/SORROW_Level_A_RoadbarrierConnect/RoadbarrierConnect/Cube.129" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/SORROW_Level_A_RoadbarrierConnect/RoadbarrierConnect/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/SORROW_Level_A_RoadbarrierConnect_01/RoadbarrierConnect/Cube.129" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/SORROW_Level_A_RoadbarrierConnect_01/RoadbarrierConnect/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_04/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_03/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_04/RoadbridgeMid/SORROW_Level_A_StreetRailing_01/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_04/RoadbridgeMid/SORROW_Level_A_StreetRailing_06/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_04/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_04/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_04/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_05/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_04/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_06/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_04/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_07/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_04/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_08/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_04/RoadbridgeMid" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_05/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_03/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_05/RoadbridgeMid/SORROW_Level_A_StreetRailing_01/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_05/RoadbridgeMid/SORROW_Level_A_StreetRailing_06/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_05/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_04/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_05/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_05/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_05/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_06/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_05/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_07/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_05/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_08/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_05/RoadbridgeMid" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_06/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_03/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_06/RoadbridgeMid/SORROW_Level_A_StreetRailing_01/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_06/RoadbridgeMid/SORROW_Level_A_StreetRailing_06/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_06/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_04/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_06/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_05/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_06/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_06/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_06/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_07/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_06/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_08/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_06/RoadbridgeMid" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_07/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_03/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_07/RoadbridgeMid/SORROW_Level_A_StreetRailing_01/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_07/RoadbridgeMid/SORROW_Level_A_StreetRailing_06/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_07/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_04/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_07/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_05/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_07/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_06/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_07/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_07/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_07/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_08/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_07/RoadbridgeMid" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_StreetRailing/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_StreetRailing_03/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_StreetRailing_04/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMid_04/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMidDented_02/RoadbarrierMidDented/Cube.131" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMidDented_02/RoadbarrierMidDented/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMid_05/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMid_06/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMid_07/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMidDented_03/RoadbarrierMidDented/Cube.131" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMidDented_03/RoadbarrierMidDented/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMid_08/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMid_09/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMid_10/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMidDented_04/RoadbarrierMidDented/Cube.131" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMidDented_04/RoadbarrierMidDented/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMid_11/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMid_12/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMid_13/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMidDented_05/RoadbarrierMidDented/Cube.131" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMidDented_05/RoadbarrierMidDented/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMid_14/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMid_15/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_StreetRailing_05/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_StreetRailing_01/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_StreetRailing_06/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_08/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_03/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_08/RoadbridgeMid/SORROW_Level_A_StreetRailing_01/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_08/RoadbridgeMid/SORROW_Level_A_StreetRailing_06/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_08/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_04/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_08/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_05/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_08/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_06/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_08/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_07/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_08/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_08/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_08/RoadbridgeMid" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_09/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_03/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_09/RoadbridgeMid/SORROW_Level_A_StreetRailing_01/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_09/RoadbridgeMid/SORROW_Level_A_StreetRailing_06/Streetrailing" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_09/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_04/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_09/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_05/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_09/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_06/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_09/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_07/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_09/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_08/RoadbarrierMid/collider" WARNING: 13.12.2024 09:09:31 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(3# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_09/RoadbridgeMid" LOG: 13.12.2024 09:09:32 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:09:33 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:09:33 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:09:33 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:09:33 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:09:33 Warning: RealLifeSessionController with 'RealLifeSession.None' should be avoided. 'SORROW_Mesh_SadSquishy' Please remove that before shipping ... WARNING: 13.12.2024 09:09:33 Warning: RealLifeSessionController with 'RealLifeSession.None' should be avoided. 'SORROW_Mesh_SadSquishy' Please remove that before shipping ... WARNING: 13.12.2024 09:09:33 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:09:33 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:09:34 Turret_Joy_Modular(Clone) (StickyStoneStudio.MOODS.AbilityTurret): RealLifeSessionController component not found on the GameObject during Enemy initialization. If this is intentional, you can safely ignore this warning. WARNING: 13.12.2024 09:09:36 MoveTowards failed. Navmesh-Agent 'Trauer_EyeOfMallory(Clone)' is not on a navmesh WARNING: 13.12.2024 09:09:37 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:09:38 MoveTowards failed. Navmesh-Agent 'Trauer_EyeOfMallory(Clone)' is not on a navmesh LOG: 13.12.2024 09:09:39 TrySpawnEnemy SORROW_BladeSentinel delay 1,75 LOG: 13.12.2024 09:09:39 TrySpawnEnemy SORROW_EyeOfMallory delay 1,75 LOG: 13.12.2024 09:09:39 TrySpawnEnemy SORROW_EyeOfMallory delay 1,75 LOG: 13.12.2024 09:09:39 TrySpawnEnemy SORROW_IcyDemolisher delay 1,75 LOG: 13.12.2024 09:09:39 TrySpawnEnemy SORROW_IcyDemolisher delay 1,75 WARNING: 13.12.2024 09:09:41 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:09:41 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:09:41 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:09:41 Warning: RealLifeSessionController with 'RealLifeSession.None' should be avoided. 'SORROW_Mesh_SadSquishy' Please remove that before shipping ... WARNING: 13.12.2024 09:09:41 Warning: RealLifeSessionController with 'RealLifeSession.None' should be avoided. 'SORROW_Mesh_SadSquishy' Please remove that before shipping ... WARNING: 13.12.2024 09:09:41 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:09:41 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:09:41 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:09:42 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea LOG: 13.12.2024 09:09:42 GetIconByBuffType called with buffType: Frostbite WARNING: 13.12.2024 09:09:42 BuffManager.StartBuffEffect() for BUFFID: 6 is already started! WARNING: 13.12.2024 09:09:44 MoveTowards failed. Navmesh-Agent 'Trauer_EyeOfMallory(Clone)' is not on a navmesh WARNING: 13.12.2024 09:09:46 MoveTowards failed. Navmesh-Agent 'Trauer_EyeOfMallory(Clone)' is not on a navmesh LOG: 13.12.2024 09:09:47 GetIconByBuffType called with buffType: MallorySpeed LOG: 13.12.2024 09:09:47 GetIconByBuffType called with buffType: MallorySpeed LOG: 13.12.2024 09:09:47 PoolManager: Poolable 'VFX_MechDebuff_Ice(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:09:48 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:09:48 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:09:49 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:09:50 Turret_Joy_Modular(Clone) (StickyStoneStudio.MOODS.AbilityTurret): RealLifeSessionController component not found on the GameObject during Enemy initialization. If this is intentional, you can safely ignore this warning. WARNING: 13.12.2024 09:09:50 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea LOG: 13.12.2024 09:09:50 PoolManager: Poolable 'Bullet ID: 274' was already released! Ignore call ... LOG: 13.12.2024 09:09:50 PoolManager: Poolable 'Bullet ID: 255' was already released! Ignore call ... LOG: 13.12.2024 09:09:50 PoolManager: Poolable 'Bullet ID: 260' was already released! Ignore call ... LOG: 13.12.2024 09:09:50 PoolManager: Poolable 'Bullet ID: 267' was already released! Ignore call ... LOG: 13.12.2024 09:09:50 PoolManager: Poolable 'Bullet ID: 276' was already released! Ignore call ... LOG: 13.12.2024 09:09:50 PoolManager: Poolable 'Bullet ID: 280' was already released! Ignore call ... LOG: 13.12.2024 09:09:50 PoolManager: Poolable 'Bullet ID: 282' was already released! Ignore call ... LOG: 13.12.2024 09:09:50 PoolManager: Poolable 'Bullet ID: 290' was already released! Ignore call ... LOG: 13.12.2024 09:09:50 PoolManager: Poolable 'Bullet ID: 301' was already released! Ignore call ... LOG: 13.12.2024 09:09:50 PoolManager: Poolable 'Bullet ID: 309' was already released! Ignore call ... LOG: 13.12.2024 09:09:50 PoolManager: Poolable 'Bullet ID: 326' was already released! Ignore call ... WARNING: 13.12.2024 09:09:54 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:09:54 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:09:56 [FMOD] Instance of Event event:/SFX_InGame/Player/PlayerDash has not had EventInstance.set3DAttributes() called on it yet! LOG: 13.12.2024 09:09:56 PoolManager: Poolable 'Bullet ID: 356' was already released! Ignore call ... LOG: 13.12.2024 09:09:58 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_04 LOG: 13.12.2024 09:09:58 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_03 LOG: 13.12.2024 09:09:58 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_05 LOG: 13.12.2024 09:09:58 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_02 LOG: 13.12.2024 09:10:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:10:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:10:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:10:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:10:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:10:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:10:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:10:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:10:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:10:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:10:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:10:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:10:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:10:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:10:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:10:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:10:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:10:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:10:04 PoolManager: Poolable 'Bullet ID: 446' was already released! Ignore call ... LOG: 13.12.2024 09:10:04 PoolManager: Poolable 'Bullet ID: 434' was already released! Ignore call ... LOG: 13.12.2024 09:10:04 PoolManager: Poolable 'Bullet ID: 436' was already released! Ignore call ... LOG: 13.12.2024 09:10:07 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:10:08 Turret_Joy_Modular(Clone) (StickyStoneStudio.MOODS.AbilityTurret): RealLifeSessionController component not found on the GameObject during Enemy initialization. If this is intentional, you can safely ignore this warning. LOG: 13.12.2024 09:10:09 GetIconByBuffType called with buffType: Frostbite WARNING: 13.12.2024 09:10:09 BuffManager.StartBuffEffect() for BUFFID: 49 is already started! LOG: 13.12.2024 09:10:13 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:10:13 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:10:15 [FMOD] Instance of Event event:/SFX_InGame/Player/PlayerDash has not had EventInstance.set3DAttributes() called on it yet! LOG: 13.12.2024 09:10:16 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:10:16 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:10:16 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:10:16 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:10:16 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:10:16 PoolManager: Poolable 'VFX_MechDebuff_Ice(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:10:16 GetIconByBuffType called with buffType: Frostbite LOG: 13.12.2024 09:10:17 PoolManager: Poolable 'Bullet ID: 360' was already released! Ignore call ... LOG: 13.12.2024 09:10:17 PoolManager: Poolable 'Bullet ID: 369' was already released! Ignore call ... LOG: 13.12.2024 09:10:17 PoolManager: Poolable 'Bullet ID: 370' was already released! Ignore call ... LOG: 13.12.2024 09:10:17 PoolManager: Poolable 'Bullet ID: 494' was already released! Ignore call ... LOG: 13.12.2024 09:10:17 PoolManager: Poolable 'Bullet ID: 495' was already released! Ignore call ... LOG: 13.12.2024 09:10:17 PoolManager: Poolable 'Bullet ID: 548' was already released! Ignore call ... LOG: 13.12.2024 09:10:17 PoolManager: Poolable 'Bullet ID: 549' was already released! Ignore call ... LOG: 13.12.2024 09:10:21 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:10:21 PoolManager: Poolable 'VFX_MechDebuff_Ice(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:10:21 CurrentRoom ReverbTheme isAlley_Small WARNING: 13.12.2024 09:10:22 GoToSplashScreenPanel() 'Base_MapSelector' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:10:22 GoToSplashScreenPanel() 'InGame_Teleport' failed. Splashscreens are disabled in the Build. LOG: 13.12.2024 09:10:23 Menu.GoToPanel() 'Inventar' transitionFade?: 'True' currentpanel is: 'DefaultPanel' LOG: 13.12.2024 09:10:23 Menu.LoadMenuPanel => Inventar (MenuID: InGameMenu) LOG: 13.12.2024 09:10:23 OnWeaponAddinShootable2SelectionChanged ID -> 0 LOG: 13.12.2024 09:10:23 OnWeaponSelectionChanged ID -> 1 LOG: 13.12.2024 09:10:23 OnWeaponAddinShootable2SelectionChanged ID -> 0 LOG: 13.12.2024 09:10:24 Menu.UnloadMenuPanel => DefaultPanel LOG: 13.12.2024 09:10:24 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'Inventar' LOG: 13.12.2024 09:10:24 Menu.LoadMenuPanel => DefaultPanel (MenuID: InGameMenu) WARNING: 13.12.2024 09:10:24 GoToSplashScreenPanel() 'Base_MapSelector' failed. Splashscreens are disabled in the Build. LOG: 13.12.2024 09:10:25 Menu.UnloadMenuPanel => Inventar LOG: 13.12.2024 09:10:30 EvaluateEmotionalOvercharge() => Difficulty : Easy value 50 LOG: 13.12.2024 09:10:30 WindowManager.LoadMenu => MapSelectorMenu LOG: 13.12.2024 09:10:36 SetCurrentMapSelectorChoice => DungeonDepth: 0 NextDungeonDepth: 1 PersistentDungeonDepth: 0 CurrentTheme: Trauer LOG: 13.12.2024 09:10:36 GameSession.UpdateProgress(SAVED) => SessionGUID: '83923bae7ba8' GameSeed: 8N5O-J81F SeededCalls:96 SeededCallsLastDungeon:56 DDepth: 0 NDDepth: 1 FromHomeBase?: False LOG: 13.12.2024 09:10:36 UpdatePlayerProgress LOG: 13.12.2024 09:10:36 SAVE GAME => Q.U.I.N. id:-1 guid:305ab92d-a4f4-461b-9e3d-ed5ed5334b36 LOG: 13.12.2024 09:10:36 WindowManager.UnloadAllOtherMenus but 'InGameMenu'! Currently acitve Menus: 2 LOG: 13.12.2024 09:10:36 WindowManager.UnloadMenu => MapSelectorMenu LOG: 13.12.2024 09:10:36 LoadingMenu.SetCurrentLoadingScreen() => TSR_Level1 LOG: 13.12.2024 09:10:36 PoolManager: Poolable 'VFX_Projectile_Ice(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:10:36 PoolManager: Poolable 'VFX_Hit_Ice(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:10:36 PoolManager: Poolable 'VFX_Projectile_Ice(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:10:36 PoolManager: Poolable 'VFX_Hit_Ice(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:10:36 PoolManager: Poolable 'VFX_Projectile_Ice(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:10:36 PoolManager: Poolable 'VFX_Hit_Ice(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:10:36 PoolManager: Poolable 'VFX_Projectile_Ice(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:10:36 PoolManager: Poolable 'VFX_Hit_Ice(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:10:36 PoolManager: Poolable 'VFX_Projectile_Ice(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:10:36 PoolManager: Poolable 'VFX_Hit_Ice(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:10:36 PoolManager: Poolable 'VFX_Projectile_Ice(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:10:36 PoolManager: Poolable 'VFX_Hit_Ice(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:10:36 PoolManager: Poolable 'VFX_Projectile_Ice(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:10:36 PoolManager: Poolable 'VFX_Hit_Ice(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:10:39 Generate Level Started! Level: Level_A theme: Trauer GameSeed: 4QN8-TJEZ SeedCalls: 97 LOG: 13.12.2024 09:10:40 (TryInstantiateRandomRoom) currentList count is 0! RoomTheme: Trauer, RoomLevel: Level_A, RoomTyp: Typ_A LOG: 13.12.2024 09:10:45 MapController.MaxChallengeRoomsReached() => MaxChallengeRooms is caused?False LOG: 13.12.2024 09:10:46 Generate Level Completed! Loading time: 7,499s LOG: 13.12.2024 09:10:46 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'DefaultPanel' LOG: 13.12.2024 09:10:46 WindowManager.UnloadMenu => LoadingMenu LOG: 13.12.2024 09:10:46 EvaluateEmotionalOvercharge() => Difficulty : Easy value 50 LOG: 13.12.2024 09:10:46 CurrentRoom ReverbTheme isAlley_Small LOG: 13.12.2024 09:10:46 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'DefaultPanel' LOG: 13.12.2024 09:10:46 CurrentRoom ReverbTheme isAlley_Small LOG: 13.12.2024 09:10:46 UpdatePlayerProgress LOG: 13.12.2024 09:10:46 SAVE GAME => Q.U.I.N. id:-1 guid:305ab92d-a4f4-461b-9e3d-ed5ed5334b36 LOG: 13.12.2024 09:10:46 [RichPresenceManager] ChangeActivity to SorrowArea .. LOG: 13.12.2024 09:10:47 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'DefaultPanel' LOG: 13.12.2024 09:10:49 CurrentRoom ReverbTheme isAlley_Small WARNING: 13.12.2024 09:10:49 GoToSplashScreenPanel() 'InGame_MovementShooting' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:10:49 GoToSplashScreenPanel() 'InGame_Ability' failed. Splashscreens are disabled in the Build. LOG: 13.12.2024 09:10:55 CurrentRoom ReverbTheme isAlley_Small LOG: 13.12.2024 09:10:58 DestroyDestructibleInScene() => ExplosiveDestructible LOG: 13.12.2024 09:10:58 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_01 LOG: 13.12.2024 09:10:58 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_11 LOG: 13.12.2024 09:10:58 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_04 LOG: 13.12.2024 09:10:58 DestroyDestructibleInScene() => ExplosiveDestructible LOG: 13.12.2024 09:10:58 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_07 LOG: 13.12.2024 09:10:58 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_05 LOG: 13.12.2024 09:10:58 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_14 LOG: 13.12.2024 09:10:58 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_02 LOG: 13.12.2024 09:10:58 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_08 LOG: 13.12.2024 09:10:58 DestroyDestructibleInScene() => ExplosiveDestructible LOG: 13.12.2024 09:10:58 DestroyDestructibleInScene() => ExplosiveDestructible LOG: 13.12.2024 09:10:58 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_06 LOG: 13.12.2024 09:10:58 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_09 LOG: 13.12.2024 09:10:58 DestroyDestructibleInScene() => ExplosiveDestructible LOG: 13.12.2024 09:10:58 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_15 LOG: 13.12.2024 09:10:58 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_13 LOG: 13.12.2024 09:10:58 DestroyDestructibleInScene() => ExplosiveDestructible LOG: 13.12.2024 09:10:58 DestroyDestructibleInScene() => SORROW_Destructible_Barrel LOG: 13.12.2024 09:10:58 DestroyDestructibleInScene() => ExplosiveDestructible LOG: 13.12.2024 09:10:58 DestroyDestructibleInScene() => SORROW_Destructible_Crate_01 LOG: 13.12.2024 09:10:58 DestroyDestructibleInScene() => ExplosiveDestructible LOG: 13.12.2024 09:10:58 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_12 LOG: 13.12.2024 09:10:58 DestroyDestructibleInScene() => SORROW_Destructible_Crate_02 LOG: 13.12.2024 09:10:58 DestroyDestructibleInScene() => ExplosiveDestructible LOG: 13.12.2024 09:10:59 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_03 LOG: 13.12.2024 09:10:59 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_10 LOG: 13.12.2024 09:10:59 DestroyDestructibleInScene() => ExplosiveDestructible WARNING: 13.12.2024 09:10:59 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:10:59 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:10:59 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:10:59 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:11:00 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. LOG: 13.12.2024 09:11:04 CurrentRoom ReverbTheme isAlley_Open LOG: 13.12.2024 09:11:04 TrySpawnEnemy SORROW_DistraughtPlumber delay 1,75 LOG: 13.12.2024 09:11:04 TrySpawnEnemy SORROW_BladeSentinel delay 1,75 WARNING: 13.12.2024 09:11:04 EnemyWaveController.cs StartWaveGroup() spawned an enemy in the first wave with delay. For enemy SORROW_BladeSentinel in Wave: StickyStoneStudio.MOODS.EnemyWaveGroup LOG: 13.12.2024 09:11:04 TrySpawnEnemy SORROW_EyeOfMallory delay 1,75 WARNING: 13.12.2024 09:11:04 EnemyWaveController.cs StartWaveGroup() spawned an enemy in the first wave with delay. For enemy SORROW_EyeOfMallory in Wave: StickyStoneStudio.MOODS.EnemyWaveGroup LOG: 13.12.2024 09:11:04 TrySpawnEnemy SORROW_IcyDemolisher delay 1,75 WARNING: 13.12.2024 09:11:04 EnemyWaveController.cs StartWaveGroup() spawned an enemy in the first wave with delay. For enemy SORROW_IcyDemolisher in Wave: StickyStoneStudio.MOODS.EnemyWaveGroup WARNING: 13.12.2024 09:11:06 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:11:06 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:11:07 Warning: RealLifeSessionController with 'RealLifeSession.None' should be avoided. 'SORROW_Mesh_SadSquishy' Please remove that before shipping ... LOG: 13.12.2024 09:11:07 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:11:07 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:11:07 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:11:07 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:11:08 Turret_Joy_Modular(Clone) (StickyStoneStudio.MOODS.AbilityTurret): RealLifeSessionController component not found on the GameObject during Enemy initialization. If this is intentional, you can safely ignore this warning. LOG: 13.12.2024 09:11:09 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:11:09 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:11:09 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:11:09 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:11:09 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:11:09 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:11:09 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:11:09 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:11:09 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... WARNING: 13.12.2024 09:11:10 SetAnimationParameter Failed! IsDeath is not in Animator of Trauer_DistraughtPlumber(Clone)! WARNING: 13.12.2024 09:11:16 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:11:16 MoveTowards failed. Navmesh-Agent 'Trauer_EyeOfMallory(Clone)' is not on a navmesh LOG: 13.12.2024 09:11:16 TrySpawnEnemy SORROW_DistraughtPlumber delay 1,75 LOG: 13.12.2024 09:11:16 TrySpawnEnemy SORROW_RubbleCrusher delay 1,75 LOG: 13.12.2024 09:11:16 TrySpawnEnemy SORROW_HoloTechnician delay 1,75 LOG: 13.12.2024 09:11:17 GetIconByBuffType called with buffType: MallorySpeed WARNING: 13.12.2024 09:11:18 Asset 'AC_SadTank': Transition 'AnyState -> idle/walk' in state 'AnyState' doesn't have an Exit Time or any condition, transition will be ignored LOG: 13.12.2024 09:11:19 PoolManager: Poolable 'Bullet ID: 600' was already released! Ignore call ... LOG: 13.12.2024 09:11:19 PoolManager: Poolable 'Bullet ID: 602' was already released! Ignore call ... WARNING: 13.12.2024 09:11:19 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:11:19 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:11:19 Language Text not found! (Path: Drone) LOG: 13.12.2024 09:11:20 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:11:20 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:11:21 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:11:22 PoolManager: Poolable 'Bullet ID: 596' was already released! Ignore call ... LOG: 13.12.2024 09:11:22 PoolManager: Poolable 'Bullet ID: 617' was already released! Ignore call ... LOG: 13.12.2024 09:11:22 PoolManager: Poolable 'Bullet ID: 619' was already released! Ignore call ... LOG: 13.12.2024 09:11:22 PoolManager: Poolable 'Bullet ID: 624' was already released! Ignore call ... LOG: 13.12.2024 09:11:22 PoolManager: Poolable 'Bullet ID: 625' was already released! Ignore call ... WARNING: 13.12.2024 09:11:22 Turret_Joy_Modular(Clone) (StickyStoneStudio.MOODS.AbilityTurret): RealLifeSessionController component not found on the GameObject during Enemy initialization. If this is intentional, you can safely ignore this warning. WARNING: 13.12.2024 09:11:26 EnemyBehaviorTrigger 'WaitUntilAnimationEnds' could not initially wait for animation to Start. Animator probably skipped this animation! Skip Behavior ... Value:ShootingWindUp LOG: 13.12.2024 09:11:27 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_03 LOG: 13.12.2024 09:11:27 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_02 WARNING: 13.12.2024 09:11:31 EnemyBehaviorTrigger 'WaitUntilAnimationEnds' could not initially wait for animation to Start. Animator probably skipped this animation! Skip Behavior ... Value:ShootingWindUp LOG: 13.12.2024 09:11:33 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:11:33 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:11:34 PoolManager: Poolable 'Bullet ID: 659' was already released! Ignore call ... LOG: 13.12.2024 09:11:34 PoolManager: Poolable 'Bullet ID: 660' was already released! Ignore call ... LOG: 13.12.2024 09:11:34 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:11:35 Turret_Joy_Modular(Clone) (StickyStoneStudio.MOODS.AbilityTurret): RealLifeSessionController component not found on the GameObject during Enemy initialization. If this is intentional, you can safely ignore this warning. LOG: 13.12.2024 09:11:35 PoolManager: Poolable 'Bullet ID: 661' was already released! Ignore call ... LOG: 13.12.2024 09:11:35 PoolManager: Poolable 'Bullet ID: 662' was already released! Ignore call ... LOG: 13.12.2024 09:11:35 PoolManager: Poolable 'Bullet ID: 665' was already released! Ignore call ... LOG: 13.12.2024 09:11:35 PoolManager: Poolable 'Bullet ID: 683' was already released! Ignore call ... LOG: 13.12.2024 09:11:35 PoolManager: Poolable 'Bullet ID: 686' was already released! Ignore call ... LOG: 13.12.2024 09:11:35 PoolManager: Poolable 'Bullet ID: 687' was already released! Ignore call ... LOG: 13.12.2024 09:11:35 PoolManager: Poolable 'Bullet ID: 693' was already released! Ignore call ... LOG: 13.12.2024 09:11:35 PoolManager: Poolable 'Bullet ID: 694' was already released! Ignore call ... LOG: 13.12.2024 09:11:39 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:11:39 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. LOG: 13.12.2024 09:11:39 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:11:39 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:11:39 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:11:39 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:11:39 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:11:39 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:11:39 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:11:39 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:11:40 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:11:40 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:11:40 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:11:40 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:11:40 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:11:40 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:11:40 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:11:40 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:11:42 PoolManager: Poolable 'Bullet ID: 669' was already released! Ignore call ... LOG: 13.12.2024 09:11:42 PoolManager: Poolable 'Bullet ID: 671' was already released! Ignore call ... LOG: 13.12.2024 09:11:42 PoolManager: Poolable 'Bullet ID: 677' was already released! Ignore call ... LOG: 13.12.2024 09:11:42 PoolManager: Poolable 'Bullet ID: 678' was already released! Ignore call ... LOG: 13.12.2024 09:11:42 PoolManager: Poolable 'Bullet ID: 696' was already released! Ignore call ... LOG: 13.12.2024 09:11:42 PoolManager: Poolable 'Bullet ID: 697' was already released! Ignore call ... LOG: 13.12.2024 09:11:42 PoolManager: Poolable 'Bullet ID: 698' was already released! Ignore call ... LOG: 13.12.2024 09:11:42 PoolManager: Poolable 'Bullet ID: 700' was already released! Ignore call ... LOG: 13.12.2024 09:11:43 CurrentRoom ReverbTheme isAlley_Open LOG: 13.12.2024 09:11:43 TrySpawnEnemy SORROW_ProjectSupervisor delay 1,75 LOG: 13.12.2024 09:11:43 TrySpawnEnemy SORROW_DistraughtPlumber delay 1,75 WARNING: 13.12.2024 09:11:43 EnemyWaveController.cs StartWaveGroup() spawned an enemy in the first wave with delay. For enemy SORROW_DistraughtPlumber in Wave: StickyStoneStudio.MOODS.EnemyWaveGroup LOG: 13.12.2024 09:11:43 TrySpawnEnemy SORROW_BladeSentinel delay 1,75 WARNING: 13.12.2024 09:11:43 EnemyWaveController.cs StartWaveGroup() spawned an enemy in the first wave with delay. For enemy SORROW_BladeSentinel in Wave: StickyStoneStudio.MOODS.EnemyWaveGroup LOG: 13.12.2024 09:11:43 TrySpawnEnemy SORROW_IcyDemolisher delay 1,75 WARNING: 13.12.2024 09:11:43 EnemyWaveController.cs StartWaveGroup() spawned an enemy in the first wave with delay. For enemy SORROW_IcyDemolisher in Wave: StickyStoneStudio.MOODS.EnemyWaveGroup LOG: 13.12.2024 09:11:43 TrySpawnEnemy SORROW_RubbleCrusher delay 1,75 WARNING: 13.12.2024 09:11:43 EnemyWaveController.cs StartWaveGroup() spawned an enemy in the first wave with delay. For enemy SORROW_RubbleCrusher in Wave: StickyStoneStudio.MOODS.EnemyWaveGroup LOG: 13.12.2024 09:11:43 TrySpawnEnemy SORROW_IcyDemolisher delay 1,75 WARNING: 13.12.2024 09:11:43 EnemyWaveController.cs StartWaveGroup() spawned an enemy in the first wave with delay. For enemy SORROW_IcyDemolisher in Wave: StickyStoneStudio.MOODS.EnemyWaveGroup WARNING: 13.12.2024 09:11:43 DamageArea.OnDestory() called. You should consider Pooling! name: 'MeleeDamageArea' path: MeleeDamageArea WARNING: 13.12.2024 09:11:45 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:11:45 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:11:45 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:11:45 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:11:45 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:11:45 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:11:45 Language Text not found! (Path: Drone) LOG: 13.12.2024 09:11:46 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:11:46 DestroyDestructibleInScene() => SORROW_Destructible_Crate WARNING: 13.12.2024 09:11:47 Turret_Joy_Modular(Clone) (StickyStoneStudio.MOODS.AbilityTurret): RealLifeSessionController component not found on the GameObject during Enemy initialization. If this is intentional, you can safely ignore this warning. LOG: 13.12.2024 09:11:52 True WARNING: 13.12.2024 09:11:52 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea LOG: 13.12.2024 09:11:52 Target Position is not on Navmesh Pos:(320.35, 0.05, 290.64) WARNING: 13.12.2024 09:11:52 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:11:52 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:11:52 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:11:53 EnemyBehaviorTrigger 'WaitUntilAnimationEnds' could not initially wait for animation to Start. Animator probably skipped this animation! Skip Behavior ... Value:ShootingWindUp WARNING: 13.12.2024 09:11:54 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:11:54 Warning: RealLifeSessionController with 'RealLifeSession.None' should be avoided. 'SORROW_Mesh_SadSquishy' Please remove that before shipping ... LOG: 13.12.2024 09:11:54 ENEMY SPAWNED Trauer_EyeOfMallory(Clone) LOG: 13.12.2024 09:11:58 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:11:58 PoolManager: Poolable 'Bullet ID: 728' was already released! Ignore call ... LOG: 13.12.2024 09:11:58 PoolManager: Poolable 'Bullet ID: 729' was already released! Ignore call ... LOG: 13.12.2024 09:11:59 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:11:59 Turret_Joy_Modular(Clone) (StickyStoneStudio.MOODS.AbilityTurret): RealLifeSessionController component not found on the GameObject during Enemy initialization. If this is intentional, you can safely ignore this warning. WARNING: 13.12.2024 09:12:00 MoveTowards failed. Navmesh-Agent 'Trauer_EyeOfMallory(Clone)' is not on a navmesh LOG: 13.12.2024 09:12:00 GetIconByBuffType called with buffType: MallorySpeed LOG: 13.12.2024 09:12:01 True WARNING: 13.12.2024 09:12:01 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:12:01 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:12:01 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:12:01 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:12:01 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:12:06 EnemyBehaviorTrigger 'WaitUntilAnimationEnds' could not initially wait for animation to Start. Animator probably skipped this animation! Skip Behavior ... Value:ShootingWindUp LOG: 13.12.2024 09:12:07 PoolManager: Poolable 'Bullet ID: 856' was already released! Ignore call ... LOG: 13.12.2024 09:12:07 PoolManager: Poolable 'Bullet ID: 833' was already released! Ignore call ... LOG: 13.12.2024 09:12:07 PoolManager: Poolable 'Bullet ID: 838' was already released! Ignore call ... LOG: 13.12.2024 09:12:07 PoolManager: Poolable 'Bullet ID: 855' was already released! Ignore call ... WARNING: 13.12.2024 09:12:08 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea LOG: 13.12.2024 09:12:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:13 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:14 PoolManager: Poolable 'Bullet ID: 838' was already released! Ignore call ... LOG: 13.12.2024 09:12:14 PoolManager: Poolable 'Bullet ID: 833' was already released! Ignore call ... LOG: 13.12.2024 09:12:14 PoolManager: Poolable 'Bullet ID: 855' was already released! Ignore call ... LOG: 13.12.2024 09:12:14 PoolManager: Poolable 'Bullet ID: 831' was already released! Ignore call ... LOG: 13.12.2024 09:12:14 PoolManager: Poolable 'Bullet ID: 899' was already released! Ignore call ... LOG: 13.12.2024 09:12:14 PoolManager: Poolable 'Bullet ID: 907' was already released! Ignore call ... LOG: 13.12.2024 09:12:14 PoolManager: Poolable 'Bullet ID: 913' was already released! Ignore call ... WARNING: 13.12.2024 09:12:15 EnemyBehaviorTrigger 'WaitUntilAnimationEnds' could not initially wait for animation to Start. Animator probably skipped this animation! Skip Behavior ... Value:ShootingWindUp LOG: 13.12.2024 09:12:16 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:16 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:16 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:16 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:16 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:16 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:16 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:16 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:16 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:16 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:17 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:12:18 EnemyBehaviorTrigger 'WaitUntilAnimationEnds' could not initially wait for animation to Start. Animator probably skipped this animation! Skip Behavior ... Value:ShootingWindUp WARNING: 13.12.2024 09:12:18 Turret_Joy_Modular(Clone) (StickyStoneStudio.MOODS.AbilityTurret): RealLifeSessionController component not found on the GameObject during Enemy initialization. If this is intentional, you can safely ignore this warning. LOG: 13.12.2024 09:12:22 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:23 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:23 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:23 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:23 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:23 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:23 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:23 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:23 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:23 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:23 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:23 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:23 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:23 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:23 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:23 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:23 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:23 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:23 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:23 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:23 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:23 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:23 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:25 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'DefaultPanel' LOG: 13.12.2024 09:12:25 Menu.GoToPanel() 'AbilitySkillContext' transitionFade?: 'True' currentpanel is: 'DefaultPanel' LOG: 13.12.2024 09:12:25 Menu.LoadMenuPanel => AbilitySkillContext (MenuID: InGameMenu) LOG: 13.12.2024 09:12:25 InfoPanel: BreakCurrendInfoPanelAnimation! LOG: 13.12.2024 09:12:25 Menu.UnloadMenuPanel => DefaultPanel LOG: 13.12.2024 09:12:25 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:25 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:25 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:25 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:25 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:25 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:25 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:25 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:25 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:25 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:25 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:26 PoolManager: Poolable 'Bullet ID: 971' was already released! Ignore call ... LOG: 13.12.2024 09:12:26 PoolManager: Poolable 'Bullet ID: 964' was already released! Ignore call ... LOG: 13.12.2024 09:12:26 PoolManager: Poolable 'Bullet ID: 965' was already released! Ignore call ... LOG: 13.12.2024 09:12:26 PoolManager: Poolable 'Bullet ID: 966' was already released! Ignore call ... LOG: 13.12.2024 09:12:26 PoolManager: Poolable 'Bullet ID: 969' was already released! Ignore call ... LOG: 13.12.2024 09:12:26 PoolManager: Poolable 'Bullet ID: 970' was already released! Ignore call ... LOG: 13.12.2024 09:12:26 PoolManager: Poolable 'Bullet ID: 973' was already released! Ignore call ... LOG: 13.12.2024 09:12:26 PoolManager: Poolable 'Bullet ID: 988' was already released! Ignore call ... WARNING: 13.12.2024 09:12:27 DamageArea.OnDestory() called. You should consider Pooling! name: 'MeleeDamageArea' path: MeleeDamageArea LOG: 13.12.2024 09:12:29 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'AbilitySkillContext' LOG: 13.12.2024 09:12:29 Menu.LoadMenuPanel => DefaultPanel (MenuID: InGameMenu) LOG: 13.12.2024 09:12:30 Menu.UnloadMenuPanel => AbilitySkillContext LOG: 13.12.2024 09:12:31 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:12:33 CurrentRoom ReverbTheme isAlley_Open LOG: 13.12.2024 09:12:35 OpenChest DelayedCall: CHESTTYPE: GScrap WARNING: 13.12.2024 09:12:36 GoToSplashScreenPanel() 'InGame_Collectables' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:12:36 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:12:36 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:12:36 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:12:36 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:12:36 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:12:36 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:12:36 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:12:36 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:12:36 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:12:36 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:12:36 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:12:36 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:12:36 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:12:36 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:12:36 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:12:36 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:12:36 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:12:36 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. LOG: 13.12.2024 09:12:37 CurrentRoom ReverbTheme isAlley_Open LOG: 13.12.2024 09:12:40 CurrentRoom ReverbTheme isAlley_Open LOG: 13.12.2024 09:12:42 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_01 LOG: 13.12.2024 09:12:42 DestroyDestructibleInScene() => SORROW_Destructible_Barrel WARNING: 13.12.2024 09:12:45 for == null! No VFX-Effect can be played on destroy. LOG: 13.12.2024 09:12:45 CurrentRoom ReverbTheme isAlley_Small WARNING: 13.12.2024 09:12:45 GoToSplashScreenPanel() 'InGame_Vendor' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:12:45 GoToSplashScreenPanel() 'InGame_Teleport' failed. Splashscreens are disabled in the Build. LOG: 13.12.2024 09:12:48 CameraManager.SetFogRenderBeforeTransparent(toActive = True) LOG: 13.12.2024 09:12:51 DialogController.OnFocusedDialogAnswer() AnswerID: 0 LOG: 13.12.2024 09:12:51 Menu.GoToPanel() 'LootContext' transitionFade?: 'True' currentpanel is: 'DefaultPanel' LOG: 13.12.2024 09:12:51 Menu.LoadMenuPanel => LootContext (MenuID: InGameMenu) WARNING: 13.12.2024 09:12:51 GetMappedKeyName(Use): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:51 GetMappedKeyName(Use): Couldnt get ActionElementMap! LOG: 13.12.2024 09:12:51 initialises raritymodes LOG: 13.12.2024 09:12:51 equipmentRarity:Level_1 LOG: 13.12.2024 09:12:51 equipmentRarity:Level_1 LOG: 13.12.2024 09:12:51 equipmentRarity:Level_1 LOG: 13.12.2024 09:12:51 equipmentRarity:Level_2 LOG: 13.12.2024 09:12:51 equipmentRarity:Level_2 LOG: 13.12.2024 09:12:51 equipmentRarity:Level_3 LOG: 13.12.2024 09:12:51 equipmentRarity:Level_1 LOG: 13.12.2024 09:12:51 equipmentRarity:Level_1 LOG: 13.12.2024 09:12:51 equipmentRarity:Level_1 WARNING: 13.12.2024 09:12:51 GetMappedKeyName(TabRight): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:51 GetMappedKeyName(TabRight): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:51 GetMappedKeyName(TabLeft): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:51 GetMappedKeyName(TabLeft): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:51 GetMappedKeyName(TabRight): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:51 GetMappedKeyName(TabRight): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:51 ButtonPromptStatic.UpdatePromptDisplay set to InActive! There is no KeySpriteEntry nor _keyName for 'tabRight' for owner 'Player1' WARNING: 13.12.2024 09:12:51 GetMappedKeyName(TabLeft): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:51 GetMappedKeyName(TabLeft): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:51 ButtonPromptStatic.UpdatePromptDisplay set to InActive! There is no KeySpriteEntry nor _keyName for 'tabLeft' for owner 'Player1' LOG: 13.12.2024 09:12:52 Menu.UnloadMenuPanel => DefaultPanel WARNING: 13.12.2024 09:12:55 GetMappedKeyName(TabRight): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:55 GetMappedKeyName(TabRight): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:55 ButtonPromptStatic.UpdatePromptDisplay set to InActive! There is no KeySpriteEntry nor _keyName for 'tabRight' for owner 'Player1' WARNING: 13.12.2024 09:12:55 GetMappedKeyName(TabLeft): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:55 GetMappedKeyName(TabLeft): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:55 ButtonPromptStatic.UpdatePromptDisplay set to InActive! There is no KeySpriteEntry nor _keyName for 'tabLeft' for owner 'Player1' WARNING: 13.12.2024 09:12:56 GetMappedKeyName(TabRight): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:56 GetMappedKeyName(TabRight): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:56 ButtonPromptStatic.UpdatePromptDisplay set to InActive! There is no KeySpriteEntry nor _keyName for 'tabRight' for owner 'Player1' WARNING: 13.12.2024 09:12:56 GetMappedKeyName(TabLeft): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:56 GetMappedKeyName(TabLeft): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:56 ButtonPromptStatic.UpdatePromptDisplay set to InActive! There is no KeySpriteEntry nor _keyName for 'tabLeft' for owner 'Player1' LOG: 13.12.2024 09:12:56 LootContextPanel OnButtonSuccess => selectRight WARNING: 13.12.2024 09:12:57 GetMappedKeyName(TabRight): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:57 GetMappedKeyName(TabRight): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:57 ButtonPromptStatic.UpdatePromptDisplay set to InActive! There is no KeySpriteEntry nor _keyName for 'tabRight' for owner 'Player1' WARNING: 13.12.2024 09:12:57 GetMappedKeyName(TabLeft): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:57 GetMappedKeyName(TabLeft): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:57 ButtonPromptStatic.UpdatePromptDisplay set to InActive! There is no KeySpriteEntry nor _keyName for 'tabLeft' for owner 'Player1' WARNING: 13.12.2024 09:12:57 GetMappedKeyName(TabRight): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:57 GetMappedKeyName(TabRight): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:57 GetMappedKeyName(TabLeft): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:57 GetMappedKeyName(TabLeft): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:57 GetMappedKeyName(TabRight): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:57 GetMappedKeyName(TabRight): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:57 ButtonPromptStatic.UpdatePromptDisplay set to InActive! There is no KeySpriteEntry nor _keyName for 'tabRight' for owner 'Player1' WARNING: 13.12.2024 09:12:57 GetMappedKeyName(TabLeft): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:57 GetMappedKeyName(TabLeft): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:12:58 ButtonPromptStatic.UpdatePromptDisplay set to InActive! There is no KeySpriteEntry nor _keyName for 'tabLeft' for owner 'Player1' LOG: 13.12.2024 09:13:06 LootContextPanel.TryShowWeaponAddinInfoDisplay() for ItemDisplayInventory_WeaponAddins(Clone) WARNING: 13.12.2024 09:13:06 GetMappedKeyName(TabRight): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:13:06 GetMappedKeyName(TabRight): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:13:06 GetMappedKeyName(TabLeft): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:13:06 GetMappedKeyName(TabLeft): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:13:06 GetMappedKeyName(TabRight): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:13:06 GetMappedKeyName(TabRight): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:13:06 ButtonPromptStatic.UpdatePromptDisplay set to InActive! There is no KeySpriteEntry nor _keyName for 'tabRight' for owner 'Player1' WARNING: 13.12.2024 09:13:06 GetMappedKeyName(TabLeft): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:13:06 GetMappedKeyName(TabLeft): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:13:06 ButtonPromptStatic.UpdatePromptDisplay set to InActive! There is no KeySpriteEntry nor _keyName for 'tabLeft' for owner 'Player1' WARNING: 13.12.2024 09:13:07 GetMappedKeyName(TabRight): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:13:07 GetMappedKeyName(TabRight): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:13:07 ButtonPromptStatic.UpdatePromptDisplay set to InActive! There is no KeySpriteEntry nor _keyName for 'tabRight' for owner 'Player1' WARNING: 13.12.2024 09:13:07 GetMappedKeyName(TabLeft): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:13:07 GetMappedKeyName(TabLeft): Couldnt get ActionElementMap! WARNING: 13.12.2024 09:13:07 ButtonPromptStatic.UpdatePromptDisplay set to InActive! There is no KeySpriteEntry nor _keyName for 'tabLeft' for owner 'Player1' LOG: 13.12.2024 09:13:07 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'LootContext' LOG: 13.12.2024 09:13:07 Menu.LoadMenuPanel => DefaultPanel (MenuID: InGameMenu) LOG: 13.12.2024 09:13:08 CameraManager.SetFogRenderBeforeTransparent(toActive = False) LOG: 13.12.2024 09:13:08 Menu.UnloadMenuPanel => LootContext LOG: 13.12.2024 09:13:08 CurrentRoom ReverbTheme isAlley_Open LOG: 13.12.2024 09:13:11 CurrentRoom ReverbTheme isAlley_Open LOG: 13.12.2024 09:13:13 CurrentRoom ReverbTheme isAlley_Small LOG: 13.12.2024 09:13:14 CurrentRoom ReverbTheme isAlley_Open LOG: 13.12.2024 09:13:14 TrySpawnEnemy SORROW_RubbleCrusher delay 1,75 LOG: 13.12.2024 09:13:14 TrySpawnEnemy SORROW_BladeSentinel delay 1,75 WARNING: 13.12.2024 09:13:14 EnemyWaveController.cs StartWaveGroup() spawned an enemy in the first wave with delay. For enemy SORROW_BladeSentinel in Wave: StickyStoneStudio.MOODS.EnemyWaveGroup LOG: 13.12.2024 09:13:14 TrySpawnEnemy SORROW_EyeOfMallory delay 1,75 WARNING: 13.12.2024 09:13:14 EnemyWaveController.cs StartWaveGroup() spawned an enemy in the first wave with delay. For enemy SORROW_EyeOfMallory in Wave: StickyStoneStudio.MOODS.EnemyWaveGroup LOG: 13.12.2024 09:13:14 TrySpawnEnemy SORROW_DistraughtPlumber delay 1,75 WARNING: 13.12.2024 09:13:14 EnemyWaveController.cs StartWaveGroup() spawned an enemy in the first wave with delay. For enemy SORROW_DistraughtPlumber in Wave: StickyStoneStudio.MOODS.EnemyWaveGroup WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_02/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_03/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_02/RoadbridgeMid/SORROW_Level_A_StreetRailing_01/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_02/RoadbridgeMid/SORROW_Level_A_StreetRailing_06/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_02/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_04/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_02/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_05/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_02/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_06/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_02/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_07/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_02/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_08/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_02/RoadbridgeMid" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_03/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_03/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_03/RoadbridgeMid/SORROW_Level_A_StreetRailing_01/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_03/RoadbridgeMid/SORROW_Level_A_StreetRailing_06/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_03/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_04/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_03/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_05/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_03/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_06/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_03/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_07/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_03/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_08/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_03/RoadbridgeMid" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_StreetRailing_02/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_StreetRailing_04/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_StreetRailing_11/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_StreetRailing_10/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_RoadbarrierMidDented_02/RoadbarrierMidDented/Cube.131" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_RoadbarrierMidDented_02/RoadbarrierMidDented/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_04/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_05/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_06/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_07/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_RoadbarrierMidDented_03/RoadbarrierMidDented/Cube.131" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_RoadbarrierMidDented_03/RoadbarrierMidDented/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_08/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_09/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_10/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_11/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/RoadbridgePole" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/SORROW_Level_A_RoadbarrierConnect/RoadbarrierConnect/Cube.129" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/SORROW_Level_A_RoadbarrierConnect/RoadbarrierConnect/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/SORROW_Level_A_RoadbarrierConnect_01/RoadbarrierConnect/Cube.129" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_02/SORROW_Level_A_RoadbarrierConnect_01/RoadbarrierConnect/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_StreetRailing_02/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_StreetRailing_04/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_StreetRailing_11/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_StreetRailing_10/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_RoadbarrierMidDented_02/RoadbarrierMidDented/Cube.131" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_RoadbarrierMidDented_02/RoadbarrierMidDented/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_04/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_05/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_06/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_07/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_RoadbarrierMidDented_03/RoadbarrierMidDented/Cube.131" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_RoadbarrierMidDented_03/RoadbarrierMidDented/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_08/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_09/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_10/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole/SORROW_Level_A_RoadbarrierMid_11/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/RoadbridgePole" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/SORROW_Level_A_RoadbarrierConnect/RoadbarrierConnect/Cube.129" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/SORROW_Level_A_RoadbarrierConnect/RoadbarrierConnect/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/SORROW_Level_A_RoadbarrierConnect_01/RoadbarrierConnect/Cube.129" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgePole_Fenced_03/SORROW_Level_A_RoadbarrierConnect_01/RoadbarrierConnect/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_04/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_03/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_04/RoadbridgeMid/SORROW_Level_A_StreetRailing_01/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_04/RoadbridgeMid/SORROW_Level_A_StreetRailing_06/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_04/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_04/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_04/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_05/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_04/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_06/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_04/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_07/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_04/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_08/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_04/RoadbridgeMid" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_05/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_03/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_05/RoadbridgeMid/SORROW_Level_A_StreetRailing_01/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_05/RoadbridgeMid/SORROW_Level_A_StreetRailing_06/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_05/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_04/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_05/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_05/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_05/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_06/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_05/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_07/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_05/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_08/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_05/RoadbridgeMid" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_06/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_03/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_06/RoadbridgeMid/SORROW_Level_A_StreetRailing_01/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_06/RoadbridgeMid/SORROW_Level_A_StreetRailing_06/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_06/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_04/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_06/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_05/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_06/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_06/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_06/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_07/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_06/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_08/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_06/RoadbridgeMid" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_07/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_03/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_07/RoadbridgeMid/SORROW_Level_A_StreetRailing_01/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_07/RoadbridgeMid/SORROW_Level_A_StreetRailing_06/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_07/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_04/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_07/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_05/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_07/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_06/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_07/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_07/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_07/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_08/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_07/RoadbridgeMid" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_StreetRailing/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_StreetRailing_03/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_StreetRailing_04/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMid_04/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMidDented_02/RoadbarrierMidDented/Cube.131" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMidDented_02/RoadbarrierMidDented/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMid_05/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMid_06/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMid_07/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMidDented_03/RoadbarrierMidDented/Cube.131" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMidDented_03/RoadbarrierMidDented/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMid_08/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMid_09/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMid_10/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMidDented_04/RoadbarrierMidDented/Cube.131" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMidDented_04/RoadbarrierMidDented/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMid_11/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMid_12/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMid_13/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMidDented_05/RoadbarrierMidDented/Cube.131" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMidDented_05/RoadbarrierMidDented/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMid_14/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_RoadbarrierMid_15/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_StreetRailing_05/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_StreetRailing_01/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/SORROW_Level_A_StreetRailing_06/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeEnd_01/RoadbridgeEnd" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_08/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_03/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_08/RoadbridgeMid/SORROW_Level_A_StreetRailing_01/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_08/RoadbridgeMid/SORROW_Level_A_StreetRailing_06/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_08/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_04/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_08/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_05/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_08/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_06/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_08/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_07/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_08/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_08/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_08/RoadbridgeMid" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_09/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_03/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_09/RoadbridgeMid/SORROW_Level_A_StreetRailing_01/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_09/RoadbridgeMid/SORROW_Level_A_StreetRailing_06/Streetrailing" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_09/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_04/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_09/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_05/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_09/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_06/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_09/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_07/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_09/RoadbridgeMid/SORROW_Level_A_RoadbarrierMid_08/RoadbarrierMid/collider" WARNING: 13.12.2024 09:13:14 BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "RootNode/CurrentLevel/ROOM(4# Typ_E)_Y-Crossing_Degrees180/CullingContainer/Static/RotationGroup90/SORROW_Level_A_RoadBridgeMid_Fenced_09/RoadbridgeMid" WARNING: 13.12.2024 09:13:15 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:13:15 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:13:15 Warning: RealLifeSessionController with 'RealLifeSession.None' should be avoided. 'SORROW_Mesh_SadSquishy' Please remove that before shipping ... LOG: 13.12.2024 09:13:16 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:13:16 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:13:16 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:13:16 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:13:17 Turret_Joy_Modular(Clone) (StickyStoneStudio.MOODS.AbilityTurret): RealLifeSessionController component not found on the GameObject during Enemy initialization. If this is intentional, you can safely ignore this warning. WARNING: 13.12.2024 09:13:19 EnemyBehaviorTrigger 'WaitUntilAnimationEnds' could not initially wait for animation to Start. Animator probably skipped this animation! Skip Behavior ... Value:ShootingWindUp WARNING: 13.12.2024 09:13:19 MoveTowards failed. Navmesh-Agent 'Trauer_EyeOfMallory(Clone)' is not on a navmesh WARNING: 13.12.2024 09:13:21 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:13:21 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:13:22 DamageArea.OnDestory() called. You should consider Pooling! name: 'MeleeDamageArea' path: MeleeDamageArea WARNING: 13.12.2024 09:13:23 DamageArea.OnDestory() called. You should consider Pooling! name: 'MeleeDamageArea' path: MeleeDamageArea WARNING: 13.12.2024 09:13:24 DamageArea.OnDestory() called. You should consider Pooling! name: 'SwordDamagArea' path: SwordDamagArea WARNING: 13.12.2024 09:13:25 SetAnimationParameter Failed! IsDeath is not in Animator of Trauer_DistraughtPlumber(Clone)! LOG: 13.12.2024 09:13:26 DestroyDestructibleInScene() => SORROW_Destructible_Crate_01 LOG: 13.12.2024 09:13:27 DestroyDestructibleInScene() => SORROW_Destructible_Crate LOG: 13.12.2024 09:13:28 DestroyDestructibleInScene() => SORROW_Destructible_Barrel LOG: 13.12.2024 09:13:31 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:13:31 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:13:32 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:13:33 Turret_Joy_Modular(Clone) (StickyStoneStudio.MOODS.AbilityTurret): RealLifeSessionController component not found on the GameObject during Enemy initialization. If this is intentional, you can safely ignore this warning. LOG: 13.12.2024 09:13:33 PoolManager: Poolable 'Bullet ID: 1090' was already released! Ignore call ... LOG: 13.12.2024 09:13:33 PoolManager: Poolable 'Bullet ID: 1099' was already released! Ignore call ... LOG: 13.12.2024 09:13:33 PoolManager: Poolable 'Bullet ID: 1100' was already released! Ignore call ... LOG: 13.12.2024 09:13:33 PoolManager: Poolable 'Bullet ID: 1105' was already released! Ignore call ... LOG: 13.12.2024 09:13:33 PoolManager: Poolable 'Bullet ID: 1123' was already released! Ignore call ... WARNING: 13.12.2024 09:13:36 EnemyBehaviorTrigger 'WaitUntilAnimationEnds' could not initially wait for animation to Start. Animator probably skipped this animation! Skip Behavior ... Value:ShootingWindUp LOG: 13.12.2024 09:13:37 TrySpawnEnemy SORROW_IcyDemolisher delay 1,75 LOG: 13.12.2024 09:13:37 TrySpawnEnemy SORROW_IcyDemolisher delay 1,75 LOG: 13.12.2024 09:13:37 TrySpawnEnemy SORROW_DistraughtPlumber delay 1,75 LOG: 13.12.2024 09:13:37 TrySpawnEnemy SORROW_HoloTechnician delay 1,75 LOG: 13.12.2024 09:13:37 TrySpawnEnemy SORROW_EyeOfMallory delay 1,75 WARNING: 13.12.2024 09:13:39 Failed to create agent because it is not close enough to the NavMesh WARNING: 13.12.2024 09:13:39 Warning: RealLifeSessionController with 'RealLifeSession.None' should be avoided. 'SORROW_Mesh_SadSquishy' Please remove that before shipping ... WARNING: 13.12.2024 09:13:39 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:13:39 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:13:39 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:13:39 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:13:44 DamageArea.OnDestory() called. You should consider Pooling! name: 'MeleeDamageArea' path: MeleeDamageArea LOG: 13.12.2024 09:13:45 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:13:45 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:13:46 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:13:46 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:13:46 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:13:46 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:13:46 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:13:46 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:13:46 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:13:46 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:13:46 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:13:46 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:13:46 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:13:46 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:13:46 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:13:46 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:13:47 PoolManager: Poolable 'Bullet ID: 1169' was already released! Ignore call ... LOG: 13.12.2024 09:13:47 PoolManager: Poolable 'Bullet ID: 1170' was already released! Ignore call ... LOG: 13.12.2024 09:13:47 PoolManager: Poolable 'Bullet ID: 1178' was already released! Ignore call ... LOG: 13.12.2024 09:13:47 PoolManager: Poolable 'Bullet ID: 1182' was already released! Ignore call ... LOG: 13.12.2024 09:13:47 PoolManager: Poolable 'Bullet ID: 1230' was already released! Ignore call ... LOG: 13.12.2024 09:13:47 PoolManager: Poolable 'Bullet ID: 1240' was already released! Ignore call ... LOG: 13.12.2024 09:13:47 PoolManager: Poolable 'Bullet ID: 1246' was already released! Ignore call ... LOG: 13.12.2024 09:13:47 PoolManager: Poolable 'Bullet ID: 1252' was already released! Ignore call ... WARNING: 13.12.2024 09:13:47 Turret_Joy_Modular(Clone) (StickyStoneStudio.MOODS.AbilityTurret): RealLifeSessionController component not found on the GameObject during Enemy initialization. If this is intentional, you can safely ignore this warning. WARNING: 13.12.2024 09:13:51 SetAnimationParameter Failed! IsDeath is not in Animator of Trauer_DistraughtPlumber(Clone)! LOG: 13.12.2024 09:13:55 PoolManager: Poolable 'Bullet ID: 1306' was already released! Ignore call ... LOG: 13.12.2024 09:13:55 PoolManager: Poolable 'Bullet ID: 1309' was already released! Ignore call ... WARNING: 13.12.2024 09:13:57 MoveTowards failed. Navmesh-Agent 'Trauer_EyeOfMallory(Clone)' is not on a navmesh LOG: 13.12.2024 09:13:59 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_01 LOG: 13.12.2024 09:13:59 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:13:59 PoolManager: Poolable 'Bullet ID: 1282' was already released! Ignore call ... LOG: 13.12.2024 09:13:59 PoolManager: Poolable 'Bullet ID: 1334' was already released! Ignore call ... LOG: 13.12.2024 09:13:59 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:03 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:05 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:14:06 Turret_Joy_Modular(Clone) (StickyStoneStudio.MOODS.AbilityTurret): RealLifeSessionController component not found on the GameObject during Enemy initialization. If this is intentional, you can safely ignore this warning. LOG: 13.12.2024 09:14:11 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:14:11 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:14:11 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:14:11 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. LOG: 13.12.2024 09:14:11 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'DefaultPanel' LOG: 13.12.2024 09:14:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:12 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:12 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:12 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:12 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:12 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:12 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:12 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:12 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:12 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:12 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:12 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:12 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:12 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:12 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:12 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:13 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:13 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:13 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:13 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:13 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:13 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:13 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:13 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:13 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:13 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:13 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:13 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:13 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:13 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:13 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:14:14 PoolManager: Poolable 'Bullet ID: 1277' was already released! Ignore call ... LOG: 13.12.2024 09:14:14 PoolManager: Poolable 'Bullet ID: 1299' was already released! Ignore call ... LOG: 13.12.2024 09:14:14 PoolManager: Poolable 'Bullet ID: 1450' was already released! Ignore call ... LOG: 13.12.2024 09:14:14 PoolManager: Poolable 'Bullet ID: 1454' was already released! Ignore call ... LOG: 13.12.2024 09:14:14 PoolManager: Poolable 'Bullet ID: 1458' was already released! Ignore call ... LOG: 13.12.2024 09:14:14 PoolManager: Poolable 'Bullet ID: 1468' was already released! Ignore call ... LOG: 13.12.2024 09:14:14 PoolManager: Poolable 'Bullet ID: 1472' was already released! Ignore call ... LOG: 13.12.2024 09:14:14 PoolManager: Poolable 'Bullet ID: 1477' was already released! Ignore call ... LOG: 13.12.2024 09:14:17 CurrentRoom ReverbTheme isAlley_Open WARNING: 13.12.2024 09:14:17 GoToSplashScreenPanel() 'InGame_BossDialog' failed. Splashscreens are disabled in the Build. LOG: 13.12.2024 09:14:17 TrySpawnEnemy SORROW_ElmornTheWarden delay 1,75 WARNING: 13.12.2024 09:14:17 GoToSplashScreenPanel() 'InGame_Teleport' failed. Splashscreens are disabled in the Build. LOG: 13.12.2024 09:14:18 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:14:20 Asset 'AC_Sorrow Level_A_Elmor_the_Warden': Transition 'AnyState -> Shockwave_2' in state 'AnyState' doesn't have an Exit Time or any condition, transition will be ignored LOG: 13.12.2024 09:14:20 Almorn.TriggerSchockWave() => Start Shockwave Mode Nr. 4 LOG: 13.12.2024 09:14:24 CameraManager.SetFogRenderBeforeTransparent(toActive = True) LOG: 13.12.2024 09:15:06 DialogController.OnFocusedDialogAnswer() AnswerID: 4 LOG: 13.12.2024 09:15:06 ApplyBossMoodColorStyle => bossDialogMood: Pride bossDialogMoodWasAnsweredByPlayers: JoyLuck LOG: 13.12.2024 09:15:10 CameraManager.SetFogRenderBeforeTransparent(toActive = False) LOG: 13.12.2024 09:15:10 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'DefaultPanel' LOG: 13.12.2024 09:15:11 Almorn.StartShootingModeEvaluation() => Start Shoot Mode Nr. 1 WeaponAnimationSpeedUp: 0,5 LOG: 13.12.2024 09:15:11 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:15:12 Turret_Joy_Modular(Clone) (StickyStoneStudio.MOODS.AbilityTurret): RealLifeSessionController component not found on the GameObject during Enemy initialization. If this is intentional, you can safely ignore this warning. LOG: 13.12.2024 09:15:13 Almorn.ShootingModeCoru() => End Shoot Mode Nr. 1 LOG: 13.12.2024 09:15:17 Almorn.StartShootingModeEvaluation() => Start Shoot Mode Nr. 2 WeaponAnimationSpeedUp: 1,666667 LOG: 13.12.2024 09:15:19 DestroyDestructibleInScene() => SORROW_Destructible_Throwable_Coil(Clone) LOG: 13.12.2024 09:15:21 GetIconByBuffType called with buffType: ElectricPowerup LOG: 13.12.2024 09:15:22 Almorn.ShootingModeCoru() => End Shoot Mode Nr. 2 LOG: 13.12.2024 09:15:22 Almorn.TriggerSchockWave() => Start Shockwave Mode Nr. 4 LOG: 13.12.2024 09:15:22 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:15:22 DestroyDestructibleInScene() => SORROW_Destructible_Throwable_Coil(Clone) LOG: 13.12.2024 09:15:22 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:15:24 PoolManager: Poolable 'Bullet ID: 1560' was already released! Ignore call ... LOG: 13.12.2024 09:15:24 PoolManager: Poolable 'Bullet ID: 1562' was already released! Ignore call ... LOG: 13.12.2024 09:15:24 PoolManager: Poolable 'Bullet ID: 1605' was already released! Ignore call ... LOG: 13.12.2024 09:15:25 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:15:26 Turret_Joy_Modular(Clone) (StickyStoneStudio.MOODS.AbilityTurret): RealLifeSessionController component not found on the GameObject during Enemy initialization. If this is intentional, you can safely ignore this warning. LOG: 13.12.2024 09:15:33 Almorn.StartShootingModeEvaluation() => Start Shoot Mode Nr. 4 WeaponAnimationSpeedUp: 0,4166667 LOG: 13.12.2024 09:15:35 Almorn.ShootingModeCoru() => End Shoot Mode Nr. 4 LOG: 13.12.2024 09:15:36 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:15:36 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:15:37 DestroyDestructibleInScene() => SORROW_Destructible_Throwable_Coil(Clone) LOG: 13.12.2024 09:15:38 GetIconByBuffType called with buffType: ElectricPowerup LOG: 13.12.2024 09:15:39 Almorn.StartShootingModeEvaluation() => Start Shoot Mode Nr. 2 WeaponAnimationSpeedUp: 1,666667 LOG: 13.12.2024 09:15:41 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:15:42 Turret_Joy_Modular(Clone) (StickyStoneStudio.MOODS.AbilityTurret): RealLifeSessionController component not found on the GameObject during Enemy initialization. If this is intentional, you can safely ignore this warning. LOG: 13.12.2024 09:15:44 GetIconByBuffType called with buffType: ElectricPowerup LOG: 13.12.2024 09:15:44 GetIconByBuffType called with buffType: ElectricPowerup LOG: 13.12.2024 09:15:44 Almorn.ShootingModeCoru() => End Shoot Mode Nr. 2 LOG: 13.12.2024 09:15:45 DestroyDestructibleInScene() => SORROW_Destructible_Throwable_Coil(Clone) LOG: 13.12.2024 09:15:46 DestroyDestructibleInScene() => SORROW_Destructible_Throwable_Coil(Clone) LOG: 13.12.2024 09:15:47 DestroyDestructibleInScene() => SORROW_Destructible_Throwable_Coil(Clone) LOG: 13.12.2024 09:15:47 Almorn.StartShootingModeEvaluation() => Start Shoot Mode Nr. 1 WeaponAnimationSpeedUp: 0,5 LOG: 13.12.2024 09:15:50 Almorn.ShootingModeCoru() => End Shoot Mode Nr. 1 LOG: 13.12.2024 09:15:50 Almorn.TriggerSchockWave() => Start Shockwave Mode Nr. 4 LOG: 13.12.2024 09:15:51 DestroyDestructibleInScene() => SORROW_Destructible_Throwable_Coil(Clone) LOG: 13.12.2024 09:15:52 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:15:52 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:15:52 GetIconByBuffType called with buffType: ElectricPowerup LOG: 13.12.2024 09:15:54 PoolManager: Poolable 'Bullet ID: 1810' was already released! Ignore call ... LOG: 13.12.2024 09:15:54 PoolManager: Poolable 'Bullet ID: 1806' was already released! Ignore call ... LOG: 13.12.2024 09:15:54 PoolManager: Poolable 'Bullet ID: 1803' was already released! Ignore call ... LOG: 13.12.2024 09:15:54 PoolManager: Poolable 'Bullet ID: 1802' was already released! Ignore call ... LOG: 13.12.2024 09:15:54 PoolManager: Poolable 'Bullet ID: 1834' was already released! Ignore call ... LOG: 13.12.2024 09:15:55 DestroyDestructibleInScene() => SORROW_Destructible_Throwable_Coil(Clone) WARNING: 13.12.2024 09:15:59 [FMOD] Instance of Event event:/SFX_InGame/Player/PlayerDash has not had EventInstance.set3DAttributes() called on it yet! LOG: 13.12.2024 09:16:01 Almorn.StartShootingModeEvaluation() => Start Shoot Mode Nr. 2 WeaponAnimationSpeedUp: 1,666667 LOG: 13.12.2024 09:16:02 DestroyDestructibleInScene() => SORROW_Destructible_Throwable_Coil(Clone) LOG: 13.12.2024 09:16:04 DestroyDestructibleInScene() => SORROW_Destructible_Throwable_Coil(Clone) LOG: 13.12.2024 09:16:06 Almorn.ShootingModeCoru() => End Shoot Mode Nr. 2 LOG: 13.12.2024 09:16:07 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:16:08 Turret_Joy_Modular(Clone) (StickyStoneStudio.MOODS.AbilityTurret): RealLifeSessionController component not found on the GameObject during Enemy initialization. If this is intentional, you can safely ignore this warning. LOG: 13.12.2024 09:16:09 Almorn.StartShootingModeEvaluation() => Start Shoot Mode Nr. 2 WeaponAnimationSpeedUp: 1,666667 LOG: 13.12.2024 09:16:14 GetIconByBuffType called with buffType: ElectricPowerup LOG: 13.12.2024 09:16:14 GetIconByBuffType called with buffType: ElectricPowerup LOG: 13.12.2024 09:16:14 Almorn.ShootingModeCoru() => End Shoot Mode Nr. 2 LOG: 13.12.2024 09:16:15 DestroyDestructibleInScene() => SORROW_Destructible_Throwable_Coil(Clone) LOG: 13.12.2024 09:16:18 Almorn.StartShootingModeEvaluation() => Start Shoot Mode Nr. 1 WeaponAnimationSpeedUp: 0,5 LOG: 13.12.2024 09:16:18 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:16:18 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:16:18 DestroyDestructibleInScene() => SORROW_Destructible_Throwable_Coil(Clone) LOG: 13.12.2024 09:16:20 Almorn.ShootingModeCoru() => End Shoot Mode Nr. 1 LOG: 13.12.2024 09:16:20 Almorn.TriggerSchockWave() => Start Shockwave Mode Nr. 4 LOG: 13.12.2024 09:16:23 GetIconByBuffType called with buffType: ElectricPowerup LOG: 13.12.2024 09:16:23 GetIconByBuffType called with buffType: ElectricPowerup LOG: 13.12.2024 09:16:26 DestroyDestructibleInScene() => SORROW_Destructible_Throwable_Coil(Clone) LOG: 13.12.2024 09:16:28 DestroyDestructibleInScene() => SORROW_Destructible_Throwable_Coil(Clone) WARNING: 13.12.2024 09:16:29 [FMOD] Instance of Event event:/SFX_InGame/Player/PlayerDash has not had EventInstance.set3DAttributes() called on it yet! LOG: 13.12.2024 09:16:31 Almorn.StartShootingModeEvaluation() => Start Shoot Mode Nr. 1 WeaponAnimationSpeedUp: 0,5 LOG: 13.12.2024 09:16:31 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:16:32 Turret_Joy_Modular(Clone) (StickyStoneStudio.MOODS.AbilityTurret): RealLifeSessionController component not found on the GameObject during Enemy initialization. If this is intentional, you can safely ignore this warning. LOG: 13.12.2024 09:16:33 Almorn.ShootingModeCoru() => End Shoot Mode Nr. 1 LOG: 13.12.2024 09:16:36 GetIconByBuffType called with buffType: ElectricPowerup LOG: 13.12.2024 09:16:36 GetIconByBuffType called with buffType: ElectricPowerup LOG: 13.12.2024 09:16:37 DestroyDestructibleInScene() => SORROW_Destructible_Throwable_Coil(Clone) LOG: 13.12.2024 09:16:37 Almorn.StartShootingModeEvaluation() => Start Shoot Mode Nr. 1 WeaponAnimationSpeedUp: 0,5 LOG: 13.12.2024 09:16:39 DestroyDestructibleInScene() => SORROW_Destructible_Throwable_Coil(Clone) LOG: 13.12.2024 09:16:39 Almorn.ShootingModeCoru() => End Shoot Mode Nr. 1 LOG: 13.12.2024 09:16:39 Almorn.TriggerSchockWave() => Start Shockwave Mode Nr. 4 LOG: 13.12.2024 09:16:42 GetIconByBuffType called with buffType: ElectricPowerup LOG: 13.12.2024 09:16:43 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:16:43 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:16:43 GetValidDropZonePosition() => Was not successful! LOG: 13.12.2024 09:16:44 DestroyDestructibleInScene() => SORROW_Destructible_Throwable_Coil(Clone) LOG: 13.12.2024 09:16:45 PoolManager: Poolable 'Bullet ID: 2211' was already released! Ignore call ... LOG: 13.12.2024 09:16:45 PoolManager: Poolable 'Bullet ID: 2194' was already released! Ignore call ... LOG: 13.12.2024 09:16:45 PoolManager: Poolable 'Bullet ID: 2217' was already released! Ignore call ... LOG: 13.12.2024 09:16:45 PoolManager: Poolable 'Bullet ID: 2216' was already released! Ignore call ... LOG: 13.12.2024 09:16:45 PoolManager: Poolable 'Bullet ID: 2214' was already released! Ignore call ... LOG: 13.12.2024 09:16:45 PoolManager: Poolable 'Bullet ID: 2192' was already released! Ignore call ... LOG: 13.12.2024 09:16:45 PoolManager: Poolable 'Bullet ID: 2193' was already released! Ignore call ... LOG: 13.12.2024 09:16:45 PoolManager: Poolable 'Bullet ID: 2232' was already released! Ignore call ... LOG: 13.12.2024 09:16:45 PoolManager: Poolable 'Bullet ID: 2233' was already released! Ignore call ... LOG: 13.12.2024 09:16:45 PoolManager: Poolable 'Bullet ID: 2253' was already released! Ignore call ... LOG: 13.12.2024 09:16:50 DestroyDestructibleInScene() => SORROW_Destructible_Throwable_Coil(Clone) LOG: 13.12.2024 09:16:51 Almorn.StartShootingModeEvaluation() => Start Shoot Mode Nr. 2 WeaponAnimationSpeedUp: 1,666667 LOG: 13.12.2024 09:16:51 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:16:52 Turret_Joy_Modular(Clone) (StickyStoneStudio.MOODS.AbilityTurret): RealLifeSessionController component not found on the GameObject during Enemy initialization. If this is intentional, you can safely ignore this warning. LOG: 13.12.2024 09:16:55 GetIconByBuffType called with buffType: ElectricPowerup LOG: 13.12.2024 09:16:55 GetIconByBuffType called with buffType: ElectricPowerup LOG: 13.12.2024 09:16:56 Almorn.ShootingModeCoru() => End Shoot Mode Nr. 2 LOG: 13.12.2024 09:16:56 DestroyDestructibleInScene() => SORROW_Destructible_Throwable_Coil(Clone) LOG: 13.12.2024 09:16:59 Almorn.StartShootingModeEvaluation() => Start Shoot Mode Nr. 1 WeaponAnimationSpeedUp: 0,5 LOG: 13.12.2024 09:17:01 Almorn.ShootingModeCoru() => End Shoot Mode Nr. 1 LOG: 13.12.2024 09:17:01 Almorn.TriggerSchockWave() => Start Shockwave Mode Nr. 4 LOG: 13.12.2024 09:17:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:02 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:03 DestroyDestructibleInScene() => SORROW_Destructible_Throwable_Coil(Clone) LOG: 13.12.2024 09:17:04 GetIconByBuffType called with buffType: ElectricPowerup LOG: 13.12.2024 09:17:04 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:17:05 Turret_Joy_Modular(Clone) (StickyStoneStudio.MOODS.AbilityTurret): RealLifeSessionController component not found on the GameObject during Enemy initialization. If this is intentional, you can safely ignore this warning. ERROR: 13.12.2024 09:17:10 Failed to set Shield or Health in GetDamage! Trauer_Elmorn_the_Warden(Clone) => Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index at System.Collections.Generic.List`1[T].RemoveAt (System.Int32 index) [0x00009] in <307f99c6ca41457e88f875b482781fa7>:0 at StickyStoneStudio.MOODS.Elmorn_The_Warden.Kill (System.Boolean wasExecuted) [0x000b8] in C:\Users\Praktikant\MOODS\Assets\Scripts\_Mechs\Enemys\SORROW\Elmorn\Elmorn_The_Warden.cs:538 at StickyStoneStudio.MOODS.EnemyBase.SetCurrentHealth (System.Single value) [0x00063] in C:\Users\Praktikant\MOODS\Assets\Scripts\_Mechs\Enemys\EnemyBase.cs:2563 at StickyStoneStudio.MOODS.EnemyBase.GetDamage (StickyStoneStudio.MOODS.Entity damageSource, System.Single damage, System.Boolean isCritical, StickyStoneStudio.MOODS.Buff[] buffs, System.Boolean isDebuffDamage, StickyStoneStudio.MOODS.BulletDamageSource bulletDamageSource, System.Boolean ignoreInvincible, System.Boolean isNetworkCall, StickyStoneStudio.MOODS.Weakpoint _fromWeakpoint, UnityEngine.Transform customEnemyPosition) [0x00604] in C:\Users\Praktikant\MOODS\Assets\Scripts\_Mechs\Enemys\EnemyBase.cs:2285 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.EnemyBase:GetDamage (StickyStoneStudio.MOODS.Entity,single,bool,StickyStoneStudio.MOODS.Buff[],bool,StickyStoneStudio.MOODS.BulletDamageSource,bool,bool,StickyStoneStudio.MOODS.Weakpoint,UnityEngine.Transform) (at Assets/Scripts/_Mechs/Enemys/EnemyBase.cs:2301) StickyStoneStudio.MOODS.EnemyBase:HitBullet (StickyStoneStudio.MOODS.Bullet) (at Assets/Scripts/_Mechs/Enemys/EnemyBase.cs:1965) StickyStoneStudio.MOODS.MechBase:HitBullet (StickyStoneStudio.MOODS.Bullet) (at Assets/Scripts/_Mechs/MechBase.cs:478) StickyStoneStudio.MOODS.Bullet:OnTriggerEnter (UnityEngine.Collider) (at Assets/Scripts/Damagables/Bullets/Bullet.cs:1629) StickyStoneStudio.MOODS.Bullet/d__204:MoveNext () (at Assets/Scripts/Damagables/Bullets/Bullet.cs:2250) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) WARNING: 13.12.2024 09:17:10 NextWave() => Wave was not started yet or has no waves LOG: 13.12.2024 09:17:10 DestroyDestructibleInScene() => SORROW_Destructible_Throwable_Coil(Clone) LOG: 13.12.2024 09:17:10 DestroyDestructibleInScene() => SORROW_Destructible_Throwable_Coil(Clone) WARNING: 13.12.2024 09:17:10 DamageArea.OnDestory() called. You should consider Pooling! name: 'ThunderStormDamageArea(Clone)' path: ThunderStormDamageArea(Clone) VFX_LightningNovaWithBubble Variant Indicator Outer VFX_Particle_Shockwave VFX_Particle_Ground_01 inner VFX_Particle_Shockwave inner_01 VFX_Particle_Shockwave inner_02 VFX_Particle_Shockwave WARNING: 13.12.2024 09:17:10 DamageArea.OnDestory() called. You should consider Pooling! name: 'ThunderStormDamageArea(Clone)' path: ThunderStormDamageArea(Clone) VFX_LightningNovaWithBubble Variant Indicator Outer VFX_Particle_Shockwave VFX_Particle_Ground_01 inner VFX_Particle_Shockwave inner_01 VFX_Particle_Shockwave inner_02 VFX_Particle_Shockwave WARNING: 13.12.2024 09:17:10 DamageArea.OnDestory() called. You should consider Pooling! name: 'ThunderStormDamageArea(Clone)' path: ThunderStormDamageArea(Clone) VFX_LightningNovaWithBubble Variant Indicator Outer VFX_Particle_Shockwave VFX_Particle_Ground_01 inner VFX_Particle_Shockwave inner_01 VFX_Particle_Shockwave inner_02 VFX_Particle_Shockwave WARNING: 13.12.2024 09:17:10 DamageArea.OnDestory() called. You should consider Pooling! name: 'ThunderStormDamageArea(Clone)' path: ThunderStormDamageArea(Clone) VFX_LightningNovaWithBubble Variant Indicator Outer VFX_Particle_Shockwave VFX_Particle_Ground_01 inner VFX_Particle_Shockwave inner_01 VFX_Particle_Shockwave inner_02 VFX_Particle_Shockwave WARNING: 13.12.2024 09:17:10 DamageArea.OnDestory() called. You should consider Pooling! name: 'ThunderStormDamageArea(Clone)' path: ThunderStormDamageArea(Clone) VFX_LightningNovaWithBubble Variant Indicator Outer VFX_Particle_Shockwave VFX_Particle_Ground_01 inner VFX_Particle_Shockwave inner_01 VFX_Particle_Shockwave inner_02 VFX_Particle_Shockwave WARNING: 13.12.2024 09:17:10 DamageArea.OnDestory() called. You should consider Pooling! name: 'ThunderStormDamageArea(Clone)' path: ThunderStormDamageArea(Clone) VFX_LightningNovaWithBubble Variant Indicator Outer VFX_Particle_Shockwave VFX_Particle_Ground_01 inner VFX_Particle_Shockwave inner_01 VFX_Particle_Shockwave inner_02 VFX_Particle_Shockwave WARNING: 13.12.2024 09:17:10 DamageArea.OnDestory() called. You should consider Pooling! name: 'ThunderStormDamageArea(Clone)' path: ThunderStormDamageArea(Clone) VFX_LightningNovaWithBubble Variant Indicator Outer VFX_Particle_Shockwave VFX_Particle_Ground_01 inner VFX_Particle_Shockwave inner_01 VFX_Particle_Shockwave inner_02 VFX_Particle_Shockwave WARNING: 13.12.2024 09:17:10 DamageArea.OnDestory() called. You should consider Pooling! name: 'ThunderStormDamageArea(Clone)' path: ThunderStormDamageArea(Clone) VFX_LightningNovaWithBubble Variant Indicator Outer VFX_Particle_Shockwave VFX_Particle_Ground_01 inner VFX_Particle_Shockwave inner_01 VFX_Particle_Shockwave inner_02 VFX_Particle_Shockwave WARNING: 13.12.2024 09:17:10 DamageArea.OnDestory() called. You should consider Pooling! name: 'ThunderStormDamageArea(Clone)' path: ThunderStormDamageArea(Clone) VFX_LightningNovaWithBubble Variant Indicator Outer VFX_Particle_Shockwave VFX_Particle_Ground_01 inner VFX_Particle_Shockwave inner_01 VFX_Particle_Shockwave inner_02 VFX_Particle_Shockwave WARNING: 13.12.2024 09:17:10 DamageArea.OnDestory() called. You should consider Pooling! name: 'ThunderStormDamageArea(Clone)' path: ThunderStormDamageArea(Clone) VFX_LightningNovaWithBubble Variant Indicator Outer VFX_Particle_Shockwave VFX_Particle_Ground_01 inner VFX_Particle_Shockwave inner_01 VFX_Particle_Shockwave inner_02 VFX_Particle_Shockwave WARNING: 13.12.2024 09:17:10 DamageArea.OnDestory() called. You should consider Pooling! name: 'ThunderStormDamageArea(Clone)' path: ThunderStormDamageArea(Clone) VFX_LightningNovaWithBubble Variant Indicator Outer VFX_Particle_Shockwave VFX_Particle_Ground_01 inner VFX_Particle_Shockwave inner_01 VFX_Particle_Shockwave inner_02 VFX_Particle_Shockwave WARNING: 13.12.2024 09:17:10 DamageArea.OnDestory() called. You should consider Pooling! name: 'ThunderStormDamageArea(Clone)' path: ThunderStormDamageArea(Clone) VFX_LightningNovaWithBubble Variant Indicator Outer VFX_Particle_Shockwave VFX_Particle_Ground_01 inner VFX_Particle_Shockwave inner_01 VFX_Particle_Shockwave inner_02 VFX_Particle_Shockwave WARNING: 13.12.2024 09:17:10 DamageArea.OnDestory() called. You should consider Pooling! name: 'ThunderStormDamageArea(Clone)' path: ThunderStormDamageArea(Clone) VFX_LightningNovaWithBubble Variant Indicator Outer VFX_Particle_Shockwave VFX_Particle_Ground_01 inner VFX_Particle_Shockwave inner_01 VFX_Particle_Shockwave inner_02 VFX_Particle_Shockwave WARNING: 13.12.2024 09:17:10 DamageArea.OnDestory() called. You should consider Pooling! name: 'ThunderStormDamageArea(Clone)' path: ThunderStormDamageArea(Clone) VFX_LightningNovaWithBubble Variant Indicator Outer VFX_Particle_Shockwave VFX_Particle_Ground_01 inner VFX_Particle_Shockwave inner_01 VFX_Particle_Shockwave inner_02 VFX_Particle_Shockwave LOG: 13.12.2024 09:17:10 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:17:10 GoToSplashScreenPanel() 'InGame_Shield' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:17:10 GoToSplashScreenPanel() 'InGame_Shield' failed. Splashscreens are disabled in the Build. LOG: 13.12.2024 09:17:10 BossChest.RaritylevelBossChest() => Rarity is Level_1 Chesttype is Addin LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:11 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:17:12 GoToSplashScreenPanel() 'InGame_Collectables' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:17:12 GoToSplashScreenPanel() 'InGame_Collectables' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:17:12 GoToSplashScreenPanel() 'InGame_Collectables' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:17:12 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:17:12 GoToSplashScreenPanel() 'InGame_Collectables' failed. Splashscreens are disabled in the Build. LOG: 13.12.2024 09:17:13 DestroyDestructibleInScene() => SORROW_Destructible_Throwable_Coil(Clone) LOG: 13.12.2024 09:17:13 DestroyDestructibleInScene() => SORROW_Destructible_Throwable_Coil(Clone) LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 1802' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 1834' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 1801' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2191' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2387' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2395' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2375' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2420' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2382' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2402' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2421' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2405' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2188' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2381' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2383' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2386' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2372' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2365' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2403' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2441' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2376' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2367' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2380' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2364' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2385' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2384' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2363' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2419' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2440' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2369' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2370' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2371' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2373' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2374' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2377' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2378' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2379' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2388' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2389' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2390' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2391' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2396' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2443' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2444' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2400' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2442' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2408' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2409' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2412' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2413' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2417' was already released! Ignore call ... LOG: 13.12.2024 09:17:13 PoolManager: Poolable 'Bullet ID: 2418' was already released! Ignore call ... WARNING: 13.12.2024 09:17:13 GoToSplashScreenPanel() 'InGame_Collectables' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:17:14 GoToSplashScreenPanel() 'InGame_Collectables' failed. Splashscreens are disabled in the Build. LOG: 13.12.2024 09:17:15 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'DefaultPanel' LOG: 13.12.2024 09:17:15 Menu.GoToPanel() 'AbilitySkillContext' transitionFade?: 'True' currentpanel is: 'DefaultPanel' LOG: 13.12.2024 09:17:15 Menu.LoadMenuPanel => AbilitySkillContext (MenuID: InGameMenu) LOG: 13.12.2024 09:17:15 InfoPanel: BreakCurrendInfoPanelAnimation! LOG: 13.12.2024 09:17:15 Menu.UnloadMenuPanel => DefaultPanel LOG: 13.12.2024 09:17:18 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:17:18 (AbilitySkillContextController.OnButtonSuccess) Interaction: confirm, owner: Player1, player.Owner: Player1, isVisible: True, SkillPointsAvailableForPlayer: 2 LOG: 13.12.2024 09:17:18 AbilitySkillContextController.ConfirmChosenSkill() Try open ... LOG: 13.12.2024 09:17:18 TryAddWeapon(Items.Weapons.SnipeShotName) => Items.Weapons.SnipeShotName 1 LOG: 13.12.2024 09:17:18 MoveWeaponAddinFromToList() => addinToBeMoved: Items.Addins.TargetExpName moving from System.Collections.Generic.List`1[StickyStoneStudio.MOODS.IWeaponAddin] to System.Collections.Generic.List`1[StickyStoneStudio.MOODS.IWeaponAddin] LOG: 13.12.2024 09:17:18 TryAddWeapon(Items.Weapons.IonDriveRifleName) => Items.Weapons.IonDriveRifleName 2 LOG: 13.12.2024 09:17:18 MoveWeaponAddinFromToList() => addinToBeMoved: Items.Addins.TargetExpName moving from System.Collections.Generic.List`1[StickyStoneStudio.MOODS.IWeaponAddin] to System.Collections.Generic.List`1[StickyStoneStudio.MOODS.IWeaponAddin] LOG: 13.12.2024 09:17:19 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'AbilitySkillContext' LOG: 13.12.2024 09:17:19 Menu.LoadMenuPanel => DefaultPanel (MenuID: InGameMenu) LOG: 13.12.2024 09:17:19 Destroy On BossRoom MS Build: Trauer_Elmorn_the_Warden(Clone) distance: 0 WARNING: 13.12.2024 09:17:19 DamageArea.OnDestory() called. You should consider Pooling! name: 'DashDamageArea' path: DashDamageArea LOG: 13.12.2024 09:17:19 Menu.UnloadMenuPanel => AbilitySkillContext LOG: 13.12.2024 09:17:20 OpenChest DelayedCall: CHESTTYPE: Addin LOG: 13.12.2024 09:17:20 Menu.GoToPanel() 'LootContext' transitionFade?: 'True' currentpanel is: 'DefaultPanel' LOG: 13.12.2024 09:17:20 Menu.LoadMenuPanel => LootContext (MenuID: InGameMenu) LOG: 13.12.2024 09:17:20 Menu.UnloadMenuPanel => DefaultPanel LOG: 13.12.2024 09:18:02 LootContextPanel OnButtonSuccess => confirm LOG: 13.12.2024 09:18:03 TryAddItem(WeaponAddin) => Items.Addins.LuckshotName LOG: 13.12.2024 09:18:03 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'LootContext' LOG: 13.12.2024 09:18:03 Menu.LoadMenuPanel => DefaultPanel (MenuID: InGameMenu) WARNING: 13.12.2024 09:18:04 GoToSplashScreenPanel() 'Base_MapSelector' failed. Splashscreens are disabled in the Build. LOG: 13.12.2024 09:18:04 Menu.UnloadMenuPanel => LootContext LOG: 13.12.2024 09:18:04 EvaluateEmotionalOvercharge() => Difficulty : Easy value 50 LOG: 13.12.2024 09:18:04 WindowManager.LoadMenu => MapSelectorMenu LOG: 13.12.2024 09:18:11 SetCurrentMapSelectorChoice => DungeonDepth: 1 NextDungeonDepth: 2 PersistentDungeonDepth: 1 CurrentTheme: Trauer LOG: 13.12.2024 09:18:11 GameSession.UpdateProgress(SAVED) => SessionGUID: '83923bae7ba8' GameSeed: 8N5O-J81F SeededCalls:158 SeededCallsLastDungeon:61 DDepth: 1 NDDepth: 2 FromHomeBase?: False LOG: 13.12.2024 09:18:11 UpdatePlayerProgress LOG: 13.12.2024 09:18:11 SAVE GAME => Q.U.I.N. id:-1 guid:305ab92d-a4f4-461b-9e3d-ed5ed5334b36 LOG: 13.12.2024 09:18:11 WindowManager.UnloadAllOtherMenus but 'InGameMenu'! Currently acitve Menus: 2 LOG: 13.12.2024 09:18:11 WindowManager.UnloadMenu => MapSelectorMenu LOG: 13.12.2024 09:18:11 LoadingMenu.SetCurrentLoadingScreen() => TSR_Level2 LOG: 13.12.2024 09:18:11 PoolManager: Poolable 'VFX_Projectile_SeekerTrail(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:18:11 PoolManager: Poolable 'VFX_Projectile_SeekerTrail(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:18:11 PoolManager: Poolable 'VFX_Projectile_SeekerTrail(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:18:11 PoolManager: Poolable 'VFX_Projectile_SeekerTrail(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:18:11 PoolManager: Poolable 'VFX_Projectile_SeekerTrail(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:18:11 PoolManager: Poolable 'VFX_Projectile_SeekerTrail(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:18:11 PoolManager: Poolable 'VFX_Projectile_SeekerTrail(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:18:11 PoolManager: Poolable 'VFX_Projectile_SeekerTrail(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:18:15 Generate Level Started! Level: Level_B theme: Trauer GameSeed: 4QN8-TJEZ SeedCalls: 159 LOG: 13.12.2024 09:18:20 MapController.MaxChallengeRoomsReached() => MaxChallengeRooms is caused?False LOG: 13.12.2024 09:18:21 Generate Level Completed! Loading time: 5,433s LOG: 13.12.2024 09:18:21 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'DefaultPanel' LOG: 13.12.2024 09:18:21 WindowManager.UnloadMenu => LoadingMenu LOG: 13.12.2024 09:18:21 EvaluateEmotionalOvercharge() => Difficulty : Easy value 50 LOG: 13.12.2024 09:18:21 CurrentRoom ReverbTheme isStoneRoom ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:21 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:22 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:23 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:24 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:24 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:24 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:24 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:24 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:24 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:24 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:24 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:24 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) ERROR: 13.12.2024 09:18:24 Error: DamageArea.Deactivate() Failed. The object of type 'DamageArea' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component) at StickyStoneStudio.MOODS.DamageArea.Deactivate () [0x0011f] in C:\Users\Praktikant\MOODS\Assets\Scripts\Damagables\DamageArea.cs:974 UnityEngine.Debug:LogError (object) StickyStoneStudio.MOODS.DamageArea:Deactivate () (at Assets/Scripts/Damagables/DamageArea.cs:991) StickyStoneStudio.MOODS.Items.AcidDropAddin:DeactivateAcid (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/Items/WeaponAddin/AcidDropAddin.cs:122) StickyStoneStudio.MOODS.Player:TriggerOnCurrentRoomChanged (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:6934) StickyStoneStudio.MOODS.Player:set_CurrentRoom (StickyStoneStudio.MOODS.Room) (at Assets/Scripts/_Mechs/Player/Player.cs:409) StickyStoneStudio.MOODS.GameManager:AfterLoadingGame () (at Assets/Scripts/_Manager/GameManager.cs:626) StickyStoneStudio.MOODS.GameManager/d__179:MoveNext () (at Assets/Scripts/_Manager/GameManager.cs:1808) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) LOG: 13.12.2024 09:18:24 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'DefaultPanel' WARNING: 13.12.2024 09:18:24 Ambient VFX this room or lv theme is null LOG: 13.12.2024 09:18:24 CurrentRoom ReverbTheme isStoneRoom LOG: 13.12.2024 09:18:24 UpdatePlayerProgress LOG: 13.12.2024 09:18:24 SAVE GAME => Q.U.I.N. id:-1 guid:305ab92d-a4f4-461b-9e3d-ed5ed5334b36 LOG: 13.12.2024 09:18:24 [RichPresenceManager] ChangeActivity to SorrowArea .. LOG: 13.12.2024 09:18:24 Menu.GoToPanel() 'DefaultPanel' transitionFade?: 'True' currentpanel is: 'DefaultPanel' WARNING: 13.12.2024 09:18:26 Ambient VFX this room or lv theme is null LOG: 13.12.2024 09:18:26 CurrentRoom ReverbTheme isStoneRoom WARNING: 13.12.2024 09:18:26 GoToSplashScreenPanel() 'InGame_MovementShooting' failed. Splashscreens are disabled in the Build. WARNING: 13.12.2024 09:18:26 GoToSplashScreenPanel() 'InGame_Ability' failed. Splashscreens are disabled in the Build. LOG: 13.12.2024 09:18:28 DestroyDestructibleInScene() => SORROW_Destructible_Barrel LOG: 13.12.2024 09:18:29 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_01 WARNING: 13.12.2024 09:18:33 Ambient VFX this room or lv theme is null LOG: 13.12.2024 09:18:33 CurrentRoom ReverbTheme isStoneRoom LOG: 13.12.2024 09:18:33 TrySpawnEnemy SORROW_DistraughtPlumber delay 1,75 LOG: 13.12.2024 09:18:33 TrySpawnEnemy SORROW_DistraughtPlumber delay 1,75 LOG: 13.12.2024 09:18:33 TrySpawnEnemy SORROW_DistraughtPlumber delay 1,75 LOG: 13.12.2024 09:18:33 TrySpawnEnemy SORROW_DistraughtPlumber delay 1,75 LOG: 13.12.2024 09:18:33 TrySpawnEnemy SORROW_HoloTechnician delay 1,75 WARNING: 13.12.2024 09:18:33 EnemyWaveController.cs StartWaveGroup() spawned an enemy in the first wave with delay. For enemy SORROW_HoloTechnician in Wave: StickyStoneStudio.MOODS.EnemyWaveGroup LOG: 13.12.2024 09:18:33 TrySpawnEnemy SORROW_RubbleCrusher delay 1,75 WARNING: 13.12.2024 09:18:33 EnemyWaveController.cs StartWaveGroup() spawned an enemy in the first wave with delay. For enemy SORROW_RubbleCrusher in Wave: StickyStoneStudio.MOODS.EnemyWaveGroup LOG: 13.12.2024 09:18:34 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:18:34 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:18:34 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:18:34 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:18:34 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:18:34 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:18:34 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:18:34 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:18:34 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:18:34 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:18:34 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:18:34 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:18:34 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:18:34 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:18:34 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:18:34 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:18:34 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:18:34 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:18:34 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:18:34 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:18:34 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:18:34 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:18:35 Asset 'AC_SadTank': Transition 'AnyState -> idle/walk' in state 'AnyState' doesn't have an Exit Time or any condition, transition will be ignored LOG: 13.12.2024 09:18:35 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:18:35 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:18:35 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:18:35 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:18:35 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:18:35 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:18:35 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:18:36 Turret_Joy_Modular(Clone) (StickyStoneStudio.MOODS.AbilityTurret): RealLifeSessionController component not found on the GameObject during Enemy initialization. If this is intentional, you can safely ignore this warning. LOG: 13.12.2024 09:18:37 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:18:37 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:18:37 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:18:37 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:18:37 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:18:37 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:18:37 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:18:37 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... LOG: 13.12.2024 09:18:37 PoolManager: Poolable 'Eff_Hit_Red 3(Clone)' was already released! Ignore call ... WARNING: 13.12.2024 09:18:42 [FMOD] ObjectLookup::get : Lookup failed for EventModel: {00000000-0000-0000-0000-000000000000} WARNING: 13.12.2024 09:18:42 [FMOD] Event not found: {00000000-0000-0000-0000-000000000000} () LOG: 13.12.2024 09:18:44 DestroyDestructibleInScene() => ExplosiveDestructible LOG: 13.12.2024 09:18:46 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:18:46 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:18:48 EnemyBehaviorTrigger 'WaitUntilAnimationEnds' could not initially wait for animation to Start. Animator probably skipped this animation! Skip Behavior ... Value:ShootingWindUp LOG: 13.12.2024 09:18:48 PoolManager: Poolable 'Bullet ID: 2521' was already released! Ignore call ... LOG: 13.12.2024 09:18:48 PoolManager: Poolable 'Bullet ID: 2516' was already released! Ignore call ... LOG: 13.12.2024 09:18:48 PoolManager: Poolable 'Bullet ID: 2515' was already released! Ignore call ... LOG: 13.12.2024 09:18:48 PoolManager: Poolable 'Bullet ID: 2518' was already released! Ignore call ... LOG: 13.12.2024 09:18:48 PoolManager: Poolable 'Bullet ID: 2519' was already released! Ignore call ... LOG: 13.12.2024 09:18:48 PoolManager: Poolable 'Bullet ID: 2520' was already released! Ignore call ... LOG: 13.12.2024 09:18:49 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:18:50 Turret_Joy_Modular(Clone) (StickyStoneStudio.MOODS.AbilityTurret): RealLifeSessionController component not found on the GameObject during Enemy initialization. If this is intentional, you can safely ignore this warning. WARNING: 13.12.2024 09:18:56 EnemyBehaviorTrigger 'WaitUntilAnimationEnds' could not initially wait for animation to Start. Animator probably skipped this animation! Skip Behavior ... Value:ShootingWindUp LOG: 13.12.2024 09:19:00 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:00 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:19:01 EnemyBehaviorTrigger 'WaitUntilAnimationEnds' could not initially wait for animation to Start. Animator probably skipped this animation! Skip Behavior ... Value:ShootingWindUp LOG: 13.12.2024 09:19:01 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:19:02 Turret_Joy_Modular(Clone) (StickyStoneStudio.MOODS.AbilityTurret): RealLifeSessionController component not found on the GameObject during Enemy initialization. If this is intentional, you can safely ignore this warning. LOG: 13.12.2024 09:19:02 PoolManager: Poolable 'Bullet ID: 2544' was already released! Ignore call ... LOG: 13.12.2024 09:19:02 PoolManager: Poolable 'Bullet ID: 2545' was already released! Ignore call ... LOG: 13.12.2024 09:19:02 PoolManager: Poolable 'Bullet ID: 2561' was already released! Ignore call ... LOG: 13.12.2024 09:19:02 PoolManager: Poolable 'Bullet ID: 2566' was already released! Ignore call ... LOG: 13.12.2024 09:19:02 PoolManager: Poolable 'Bullet ID: 2567' was already released! Ignore call ... LOG: 13.12.2024 09:19:04 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:05 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:05 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:05 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:05 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:05 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:05 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:05 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:05 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:05 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:05 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:05 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:05 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:05 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:05 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:05 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:05 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:05 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:05 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:05 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:05 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:05 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:05 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:05 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:05 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:05 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:07 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:07 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:07 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:07 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:07 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:07 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:07 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:07 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:07 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:07 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:07 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:07 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:07 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:07 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:07 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:07 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:07 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:07 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:07 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:07 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:07 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:07 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:07 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:07 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:07 InGameUIController.OnPlayerAbilityRecharging => Player1 LOG: 13.12.2024 09:19:08 PoolManager: Poolable 'Bullet ID: 2533' was already released! Ignore call ... WARNING: 13.12.2024 09:19:09 DamageArea.OnDestory() called. You should consider Pooling! name: 'MeleeDamageArea' path: MeleeDamageArea LOG: 13.12.2024 09:19:09 DestroyDestructibleInScene() => SORROW_Destructible_Crate_01 LOG: 13.12.2024 09:19:09 DestroyDestructibleInScene() => SORROW_Destructible_Crate LOG: 13.12.2024 09:19:09 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_01 WARNING: 13.12.2024 09:19:10 GoToSplashScreenPanel() 'InGame_Collectables_GScrap' failed. Splashscreens are disabled in the Build. LOG: 13.12.2024 09:19:10 DestroyDestructibleInScene() => SORROW_Destructible_Barrel_04 WARNING: 13.12.2024 09:19:13 Ambient VFX this room or lv theme is null LOG: 13.12.2024 09:19:13 CurrentRoom ReverbTheme isStoneRoom LOG: 13.12.2024 09:19:13 TrySpawnEnemy SORROW_ProjectSupervisor delay 1,75 LOG: 13.12.2024 09:19:13 TrySpawnEnemy SORROW_HightechConsoler delay 1,75 LOG: 13.12.2024 09:19:13 TrySpawnEnemy PRIDE_Drone delay 1,75 WARNING: 13.12.2024 09:19:13 EnemyWaveController.cs StartWaveGroup() spawned an enemy in the first wave with delay. For enemy PRIDE_Drone in Wave: StickyStoneStudio.MOODS.EnemyWaveGroup LOG: 13.12.2024 09:19:13 TrySpawnEnemy SORROW_HoloTechnician delay 1,75 WARNING: 13.12.2024 09:19:13 EnemyWaveController.cs StartWaveGroup() spawned an enemy in the first wave with delay. For enemy SORROW_HoloTechnician in Wave: StickyStoneStudio.MOODS.EnemyWaveGroup LOG: 13.12.2024 09:19:13 TrySpawnEnemy SORROW_IcyDemolisher delay 1,75 WARNING: 13.12.2024 09:19:13 EnemyWaveController.cs StartWaveGroup() spawned an enemy in the first wave with delay. For enemy SORROW_IcyDemolisher in Wave: StickyStoneStudio.MOODS.EnemyWaveGroup LOG: 13.12.2024 09:19:14 InGameUIController.OnPlayerAbilityRecharging => Player1 WARNING: 13.12.2024 09:19:15 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:19:15 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:19:15 Language Text not found! (Path: Drone) LOG: 13.12.2024 09:19:15 GetIconByBuffType called with buffType: Pride WARNING: 13.12.2024 09:19:15 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:19:15 Language Text not found! (Path: Drone) WARNING: 13.12.2024 09:19:15 Turret_Joy_Modular(Clone) (StickyStoneStudio.MOODS.AbilityTurret): RealLifeSessionController component not found on the GameObject during Enemy initialization. If this is intentional, you can safely ignore this warning.