[LicensingClient] Handshaking with LicensingClient (version: 1.13.1+ca5f299)
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Entitlement-based licensing initiated
[Licensing::Module] Successfully updated the access token Klw2FIoDm0H1y28N1gOwvoVf-65XHGL3rp_WUggLEwk012f
[LicensingClient] Licenses updated successfully
LICENSE SYSTEM [2023928 15:10:36] Next license update check is after 2023-09-29T22:10:34
LICENSE SYSTEM [2023928 15:10:36] Current license is already valid and activated. Skipping license activation process (Provided username/password will be ignored).
Built from ‘2021.3/staging’ branch; Version is ‘2021.3.18f1 (3129e69bc0c7) revision 3221990’; Using compiler version ‘192829333’; Build Type ‘Release’
OS: ‘Windows 11 (10.0.22621) 64bit Professional’ Language: ‘en’ Physical Memory: 32546 MB
[Licensing::Module] Serial number assigned to: “I4-8HSP-2UCF-XDM2-JWFS-XXXX”
BatchMode: 0, IsHumanControllingUs: 1, StartBugReporterOnCrash: 1, Is64bit: 1, IsPro: 1
[Package Manager] Server::Start – Port 57545 was selected
COMMAND LINE ARGUMENTS:
C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Unity.exe
-projectpath
E:\Dev\ForFunLabs\BounceShot_Publish
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Successfully changed project path to: E:\Dev\ForFunLabs\BounceShot_Publish
E:/Dev/ForFunLabs/BounceShot_Publish
[UnityMemory] Configuration Parameters - Can be set up in boot.config
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Unable to join player connection multicast group (err: 10013).
Player connection [19452] Host “[IP] 192.168.1.4 [Port] 55496 [Flags] 2 [Guid] 1705914310 [EditorId] 1705914310 [Version] 1048832 [Id] WindowsEditor(7,i7-12700k) [Debug] 1 [PackageName] WindowsEditor [ProjectName] Editor” joined alternative multi-casting on [225.0.0.222:34997]…
[Package Manager] Restoring resolved packages state from cache
[Package Manager]
Registered 63 packages:
Packages from [https://packages.unity.com]:
com.unity.editorcoroutines@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.editorcoroutines@1.0.0)
com.unity.ide.rider@3.0.22 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.ide.rider@3.0.22)
com.unity.ide.visualstudio@2.0.18 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.ide.visualstudio@2.0.18)
com.unity.ide.vscode@1.2.5 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.ide.vscode@1.2.5)
com.unity.inputsystem@1.4.4 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.inputsystem@1.4.4)
com.unity.nuget.mono-cecil@1.10.2 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.nuget.mono-cecil@1.10.2)
com.unity.recorder@3.0.3 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.recorder@3.0.3)
com.unity.services.analytics@4.4.2 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.services.analytics@4.4.2)
com.unity.test-framework@1.1.33 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.test-framework@1.1.33)
com.unity.textmeshpro@3.0.6 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.textmeshpro@3.0.6)
com.unity.timeline@1.6.5 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.timeline@1.6.5)
com.unity.xr.management@4.2.1 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.xr.management@4.2.1)
com.unity.xr.oculus@3.2.3 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.xr.oculus@3.2.3)
com.unity.searcher@4.9.1 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.searcher@4.9.1)
com.autodesk.fbx@4.1.2 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.autodesk.fbx@4.1.2)
com.unity.subsystemregistration@1.1.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.subsystemregistration@1.1.0)
com.unity.xr.interaction.toolkit@2.2.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.xr.interaction.toolkit@2.2.0)
com.unity.xr.legacyinputhelpers@2.1.10 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.xr.legacyinputhelpers@2.1.10)
com.unity.ext.nunit@1.0.6 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.ext.nunit@1.0.6)
com.unity.services.core@1.8.1 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.services.core@1.8.1)
com.unity.nuget.newtonsoft-json@3.0.2 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.nuget.newtonsoft-json@3.0.2)
com.unity.mathematics@1.2.6 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.mathematics@1.2.6)
com.unity.burst@1.8.2 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.burst@1.8.2)
com.unity.xr.core-utils@2.0.1 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.xr.core-utils@2.0.1)
Built-in packages:
com.unity.render-pipelines.universal@12.1.10 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.render-pipelines.universal@12.1.10)
com.unity.ugui@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.ugui@1.0.0)
com.unity.modules.ai@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.ai@1.0.0)
com.unity.modules.androidjni@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.androidjni@1.0.0)
com.unity.modules.animation@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.animation@1.0.0)
com.unity.modules.assetbundle@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.assetbundle@1.0.0)
com.unity.modules.audio@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.audio@1.0.0)
com.unity.modules.cloth@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.cloth@1.0.0)
com.unity.modules.director@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.director@1.0.0)
com.unity.modules.imageconversion@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.imageconversion@1.0.0)
com.unity.modules.imgui@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.imgui@1.0.0)
com.unity.modules.jsonserialize@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.jsonserialize@1.0.0)
com.unity.modules.particlesystem@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.particlesystem@1.0.0)
com.unity.modules.physics@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.physics@1.0.0)
com.unity.modules.physics2d@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.physics2d@1.0.0)
com.unity.modules.screencapture@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.screencapture@1.0.0)
com.unity.modules.terrain@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.terrain@1.0.0)
com.unity.modules.terrainphysics@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.terrainphysics@1.0.0)
com.unity.modules.tilemap@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.tilemap@1.0.0)
com.unity.modules.ui@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.ui@1.0.0)
com.unity.modules.uielements@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.uielements@1.0.0)
com.unity.modules.umbra@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.umbra@1.0.0)
com.unity.modules.unityanalytics@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.unityanalytics@1.0.0)
com.unity.modules.unitywebrequest@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.unitywebrequest@1.0.0)
com.unity.modules.unitywebrequestassetbundle@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.unitywebrequestassetbundle@1.0.0)
com.unity.modules.unitywebrequestaudio@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.unitywebrequestaudio@1.0.0)
com.unity.modules.unitywebrequesttexture@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.unitywebrequesttexture@1.0.0)
com.unity.modules.unitywebrequestwww@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.unitywebrequestwww@1.0.0)
com.unity.modules.vehicles@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.vehicles@1.0.0)
com.unity.modules.video@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.video@1.0.0)
com.unity.modules.vr@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.vr@1.0.0)
com.unity.modules.wind@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.wind@1.0.0)
com.unity.modules.xr@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.xr@1.0.0)
com.unity.render-pipelines.core@12.1.10 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.render-pipelines.core@12.1.10)
com.unity.modules.subsystems@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.subsystems@1.0.0)
com.unity.modules.uielementsnative@1.0.0 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.modules.uielementsnative@1.0.0)
Embedded packages:
com.unity.xr.picoxr@file:E:\Dev\ForFunLabs\BounceShot_Publish\Packages\PICO Unity Integration SDK-213 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Packages\PICO Unity Integration SDK-213)
com.unity.formats.fbx@file:E:\Dev\ForFunLabs\BounceShot_Publish\Packages\com.unity.formats.fbx@4.1.2 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Packages\com.unity.formats.fbx@4.1.2)
com.unity.shadergraph@file:E:\Dev\ForFunLabs\BounceShot_Publish\Packages\com.unity.shadergraph@12.1.10 (location: E:\Dev\ForFunLabs\BounceShot_Publish\Packages\com.unity.shadergraph@12.1.10)
[Subsystems] Looking for new subsystems at path E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.xr.oculus@3.2.3
[Subsystems] Novel subsystem found at Library/PackageCache/com.unity.xr.oculus@3.2.3/Runtime/UnitySubsystemsManifest.json
[Subsystems] Discovering subsystems at path C:/Program Files/Unity/Hub/Editor/2021.3.18f1/Editor/Data/Resources/UnitySubsystems
[Subsystems] Discovering subsystems at path E:/Dev/ForFunLabs/BounceShot_Publish/Assets
[Subsystems] Discovering subsystems at path E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.xr.oculus@3.2.3
[Subsystems] No descriptors matched for examples in Library/PackageCache/com.unity.xr.oculus@3.2.3/Runtime/UnitySubsystemsManifest.json.
[Subsystems] 1 ‘inputs’ descriptors matched in Library/PackageCache/com.unity.xr.oculus@3.2.3/Runtime/UnitySubsystemsManifest.json
[Subsystems] 1 ‘displays’ descriptors matched in Library/PackageCache/com.unity.xr.oculus@3.2.3/Runtime/UnitySubsystemsManifest.json
[Subsystems] No descriptors matched for meshings in Library/PackageCache/com.unity.xr.oculus@3.2.3/Runtime/UnitySubsystemsManifest.json.
[Subsystems] Discovering subsystems at path E:\Dev\ForFunLabs\BounceShot_Publish\Packages\PICO Unity Integration SDK-213
[Subsystems] No descriptors matched for examples in Packages/PICO Unity Integration SDK-213/Runtime/UnitySubsystemsManifest.json.
[Subsystems] 1 ‘inputs’ descriptors matched in Packages/PICO Unity Integration SDK-213/Runtime/UnitySubsystemsManifest.json
[Subsystems] 1 ‘displays’ descriptors matched in Packages/PICO Unity Integration SDK-213/Runtime/UnitySubsystemsManifest.json
[Subsystems] No descriptors matched for meshings in Packages/PICO Unity Integration SDK-213/Runtime/UnitySubsystemsManifest.json.
Package Manager log level set to [2]
[Package Manager] Done registering packages in 0.29s seconds
Refreshing native plugins compatible for Editor in 106.46 ms, found 24 plugins.
Preloading 3 native plugins for Editor in 24.47 ms.
Initialize engine version: 2021.3.18f1 (3129e69bc0c7)
[Subsystems] Discovering subsystems at path C:/Program Files/Unity/Hub/Editor/2021.3.18f1/Editor/Data/Resources/UnitySubsystems
[Subsystems] Discovering subsystems at path E:/Dev/ForFunLabs/BounceShot_Publish/Assets
[Subsystems] Discovering subsystems at path E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.xr.oculus@3.2.3
[Subsystems] No descriptors matched for examples in Library/PackageCache/com.unity.xr.oculus@3.2.3/Runtime/UnitySubsystemsManifest.json.
[Subsystems] 1 ‘inputs’ descriptors matched in Library/PackageCache/com.unity.xr.oculus@3.2.3/Runtime/UnitySubsystemsManifest.json
[Subsystems] 1 ‘displays’ descriptors matched in Library/PackageCache/com.unity.xr.oculus@3.2.3/Runtime/UnitySubsystemsManifest.json
[Subsystems] No descriptors matched for meshings in Library/PackageCache/com.unity.xr.oculus@3.2.3/Runtime/UnitySubsystemsManifest.json.
[Subsystems] Discovering subsystems at path E:\Dev\ForFunLabs\BounceShot_Publish\Packages\PICO Unity Integration SDK-213
[Subsystems] No descriptors matched for examples in Packages/PICO Unity Integration SDK-213/Runtime/UnitySubsystemsManifest.json.
[Subsystems] 1 ‘inputs’ descriptors matched in Packages/PICO Unity Integration SDK-213/Runtime/UnitySubsystemsManifest.json
[Subsystems] 1 ‘displays’ descriptors matched in Packages/PICO Unity Integration SDK-213/Runtime/UnitySubsystemsManifest.json
[Subsystems] No descriptors matched for meshings in Packages/PICO Unity Integration SDK-213/Runtime/UnitySubsystemsManifest.json.
GfxDevice: creating device client; threaded=1; jobified=0
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: NVIDIA GeForce RTX 3060 (ID=0x2504)
Vendor: NVIDIA
VRAM: 12129 MB
Driver: 31.0.15.3713
Shader ‘Oculus/OVRMRCameraFrameLit’: fallback shader ‘Alpha-Diffuse’ not found
Initialize mono
Mono path[0] = ‘C:/Program Files/Unity/Hub/Editor/2021.3.18f1/Editor/Data/Managed’
Mono path[1] = ‘C:/Program Files/Unity/Hub/Editor/2021.3.18f1/Editor/Data/MonoBleedingEdge/lib/mono/unityjit-win32’
Mono config path = ‘C:/Program Files/Unity/Hub/Editor/2021.3.18f1/Editor/Data/MonoBleedingEdge/etc’
Using monoOptions --debugger-agent=transport=dt_socket,embedding=1,server=y,suspend=n,address=127.0.0.1:56800
Using cacheserver namespaces - metadata:defaultmetadata, artifacts:defaultartifacts
Using cacheserver namespaces - metadata:defaultmetadata, artifacts:defaultartifacts
ImportWorker Server TCP listen port: 0
AcceleratorClientConnectionCallback - disconnected - :0
Begin MonoManager ReloadAssembly
Registering precompiled unity dll’s …
Register platform support module: C:/Program Files/Unity/Hub/Editor/2021.3.18f1/Editor/Data/PlaybackEngines/AndroidPlayer/UnityEditor.Android.Extensions.dll
Register platform support module: C:/Program Files/Unity/Hub/Editor/2021.3.18f1/Editor/Data/PlaybackEngines/WindowsStandaloneSupport/UnityEditor.WindowsStandalone.Extensions.dll
Registered in 0.201089 seconds.
Native extension for WindowsStandalone target not found
Native extension for Android target not found
Refreshing native plugins compatible for Editor in 6.61 ms, found 24 plugins.
Preloading 3 native plugins for Editor in 0.06 ms.
Mono: successfully reloaded assembly
- Completed reload, in 4.238 seconds
Domain Reload Profiling:
ReloadAssembly (4239ms)
BeginReloadAssembly (3680ms)
ExecutionOrderSort (0ms)
DisableScriptedObjects (0ms)
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EndReloadAssembly (289ms)
LoadAssemblies (3679ms)
RebuildTransferFunctionScriptingTraits (0ms)
SetupTypeCache (69ms)
ReleaseScriptCaches (0ms)
RebuildScriptCaches (16ms)
SetupLoadedEditorAssemblies (167ms)
LogAssemblyErrors (0ms)
InitializePlatformSupportModulesInManaged (70ms)
SetLoadedEditorAssemblies (0ms)
RefreshPlugins (7ms)
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AfterProcessingInitializeOnLoad (0ms)
EditorAssembliesLoaded (0ms)
ExecutionOrderSort2 (0ms)
AwakeInstancesAfterBackupRestoration (0ms)
Platform modules already initialized, skipping
Application.AssetDatabase Initial Refresh Start
Registering precompiled user dll’s …
Registered in 0.024262 seconds.
Starting: C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\bee_backend.exe --profile=“Library/Bee/backend_profiler0.traceevents” --stdin-canary --dagfile=“Library/Bee/1300b0aE.dag” --continue-on-failure ScriptAssemblies
WorkingDir: E:/Dev/ForFunLabs/BounceShot_Publish
ExitCode: 4 Duration: 0s139ms
Rebuilding DAG because FileSignature timestamp changed: Library/Bee/1300b0aE-inputdata.json
*** Tundra requires additional run (0.11 seconds), 0 items updated, 0 evaluated
Starting: C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\Tools\netcorerun\netcorerun.exe “C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\Tools\BuildPipeline\ScriptCompilationBuildProgram.exe” “Library/Bee/1300b0aE.dag.json” “Library/Bee/1300b0aE-inputdata.json” “Library/Bee/buildprogram0.traceevents”
WorkingDir: E:/Dev/ForFunLabs/BounceShot_Publish
ExitCode: 0 Duration: 1s80ms
Starting: C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\bee_backend.exe --profile=“Library/Bee/backend_profiler1.traceevents” --stdin-canary --dagfile=“Library/Bee/1300b0aE.dag” --continue-on-failure --dagfilejson=“Library/Bee/1300b0aE.dag.json” ScriptAssemblies
WorkingDir: E:/Dev/ForFunLabs/BounceShot_Publish
ExitCode: 0 Duration: 0s241ms
Finished compiling graph: 1345 nodes, 17657 flattened edges (17657 ToBuild, 0 ToUse), maximum node priority 916
*** Tundra build success (0.22 seconds), 0 items updated, 1344 evaluated
AssetDatabase: script compilation time: 1.755318s
Begin MonoManager ReloadAssembly
Native extension for WindowsStandalone target not found
Native extension for Android target not found
Refreshing native plugins compatible for Editor in 83.82 ms, found 24 plugins.
Preloading 3 native plugins for Editor in 0.07 ms.
PXRLog [Build Check]RegisterBuildPlayerHandler,Already Do not show: True
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object)
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:Log (object)
Unity.XR.PXR.Editor.PXR_SDKBuildCheck:.cctor () (at Packages/PICO Unity Integration SDK-213/Editor/PXR_SDKBuildCheck.cs:30)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes (System.Type)
(Filename: Packages/PICO Unity Integration SDK-213/Editor/PXR_SDKBuildCheck.cs Line: 30)
[XR] OculusXRPlugin: registering subsystems
[Subsystems] OculusXRPlugin successfully registered Provider for oculus display
[XR] Oculus Input lifecycle provider registered.
[Subsystems] OculusXRPlugin successfully registered Provider for oculus input
[Subsystems] OculusXRPlugin successfully registered Provider for oculus display
[XR] OVRP version 1.78.0
Mono: successfully reloaded assembly
- Completed reload, in 7.089 seconds
Domain Reload Profiling:
ReloadAssembly (7090ms)
BeginReloadAssembly (68ms)
ExecutionOrderSort (0ms)
DisableScriptedObjects (3ms)
BackupInstance (0ms)
ReleaseScriptingObjects (0ms)
CreateAndSetChildDomain (13ms)
EndReloadAssembly (6962ms)
LoadAssemblies (5213ms)
RebuildTransferFunctionScriptingTraits (0ms)
SetupTypeCache (178ms)
ReleaseScriptCaches (1ms)
RebuildScriptCaches (63ms)
SetupLoadedEditorAssemblies (1420ms)
LogAssemblyErrors (0ms)
InitializePlatformSupportModulesInManaged (14ms)
SetLoadedEditorAssemblies (0ms)
RefreshPlugins (84ms)
BeforeProcessingInitializeOnLoad (67ms)
ProcessInitializeOnLoadAttributes (1163ms)
ProcessInitializeOnLoadMethodAttributes (89ms)
AfterProcessingInitializeOnLoad (3ms)
EditorAssembliesLoaded (0ms)
ExecutionOrderSort2 (0ms)
AwakeInstancesAfterBackupRestoration (4ms)
Platform modules already initialized, skipping
Registering precompiled user dll’s …
Registered in 0.004866 seconds.
Asset Pipeline Refresh: Total: 26.408 seconds - Initiated by InitialRefreshV2(ForceSynchronousImport)
Summary:
Imports: total=0 (actual=0, local cache=0, cache server=0)
Asset DB Process Time: managed=0 ms, native=652 ms
Asset DB Callback time: managed=32 ms, native=0 ms
Scripting: domain reloads=1, domain reload time=7221 ms, compile time=1757 ms, other=16743 ms
Project Asset Count: scripts=8820, non-scripts=5171
Asset File Changes: new=0, changed=0, moved=0, deleted=0
Scan Filter Count: 1
InvokeBeforeRefreshCallbacks: 0.239ms
ApplyChangesToAssetFolders: 0.046ms
Scan: 370.174ms
OnSourceAssetsModified: 0.000ms
InitializeImportedAssetsSnapshot: 7.511ms
GetAllGuidsForCategorization: 1.015ms
CategorizeAssets: 178.880ms
ImportOutOfDateAssets: 25764.346ms (24003.563ms without children)
CompileScripts: 1757.081ms
EnsureUptoDateAssetsAreRegisteredWithGuidPM: 2.212ms
InitializingProgressBar: 0.017ms
PostProcessAllAssetNotificationsAddChangedAssets: 0.855ms
OnDemandSchedulerStart: 0.617ms
ReloadSourceAssets: 0.662ms
UnloadImportedAssets: 17.317ms
PostProcessAllAssets: 32.190ms
GatherAllCurrentPrimaryArtifactRevisions: 0.000ms
UnloadStreamsBegin: 1.869ms
LoadedImportedAssetsSnapshotReleaseGCHandles: 4.737ms
GetLoadedSourceAssetsSnapshot: 0.988ms
PersistCurrentRevisions: 0.476ms
UnloadStreamsEnd: 0.029ms
GenerateScriptTypeHashes: 10.433ms
Untracked: 60.014ms
Application.AssetDatabase Initial Refresh End
Shader ‘Oculus/OVRMRCameraFrameLit’: fallback shader ‘Alpha-Diffuse’ not found
Launched and connected shader compiler UnityShaderCompiler.exe after 0.05 seconds
Scanning for USB devices : 3.357ms
Initializing Unity extensions:
[MODES] ModeService[none].Initialize
[MODES] ModeService[none].LoadModes
[MODES] Loading mode Default (0) for mode-current-id-BounchShot
ProgressiveSceneManager::Cancel()
Unloading 1043 Unused Serialized files (Serialized files now loaded: 0)
Unloading 1199 unused Assets / (1.6 MB). Loaded Objects now: 7030.
Memory consumption went from 223.9 MB to 222.3 MB.
Total: 4.726700 ms (FindLiveObjects: 0.557900 ms CreateObjectMapping: 0.219300 ms MarkObjects: 3.286700 ms DeleteObjects: 0.661700 ms)
[LAYOUT] About to load UserSettings\Layouts\default-2021.dwlt, keepMainWindow=False
Initialized touch support.
Initialized touch support.
Initialized touch support.
Initialized touch support.
Initialized touch support.
Initialized touch support.
Initialized touch support.
[MODES] ModeService[default].InitializeCurrentMode
[MODES] ModeService[default].RaiseModeChanged(default, default)
IsTimeToCheckForNewEditor: Update time 1695897842 current 1695939074
Initializing input.
New input system (experimental) initialized
Using XInput
Input initialized.
[Project] Loading completed in 41.370 seconds
Project init time: 0.000 seconds
Template init time: 0.000 seconds
Package Manager init time: 0.000 seconds
Asset Database init time: 0.000 seconds
Global illumination init time: 0.000 seconds
Assemblies load time: 0.000 seconds
Unity extensions init time: 0.001 seconds
Asset Database refresh time: 0.000 seconds
Scene opening time: 0.000 seconds
Created GICache directory at C:/Users/zezba/AppData/LocalLow/Unity/Caches/GiCache. Took: 0.010s, timestamps: [42.109 - 42.119]
gi::BakeBackendSwitch: switching bake backend from 3 to 1.
[00:00:02] Builtin Sky manager started.
EditorUpdateCheck: Response {“updateinterval”:3600} updateurl = interval = 3600
[00:00:02] Finished 1 Bake Ambient Probe job (0.00s execute, 0.00s integrate, 0.25s wallclock)
Scanning for USB devices : 3.382ms
[Licensing::Module] Successfully updated access token: “Klw2FIoD”… (expires: 2024-09-28 22:11:16 GMT)
Scanning for USB devices : 3.198ms
[collab-accelerator] discovery started due to a new cloud project binding
UPID Received ‘97fe4c96-6f52-407f-921e-8a70b98292c2’.
Scanning for USB devices : 3.346ms
UPID Received ‘97fe4c96-6f52-407f-921e-8a70b98292c2’.
Scanning for USB devices : 3.233ms
Android Extension - Scanning For ADB Devices 2177 ms
Android Extension - Scanning For ADB Devices 1394 ms
Attempted to call .Dispose on an already disposed CancellationTokenSource
Android Extension - Scanning For ADB Devices 108 ms
Android Extension - Scanning For ADB Devices 107 ms
UPID Received ‘97fe4c96-6f52-407f-921e-8a70b98292c2’.
Attempted to call .Dispose on an already disposed CancellationTokenSource
Android Extension - Scanning For ADB Devices 111 ms
TrimDiskCacheJob: Current cache size 818mb
Registering precompiled user dll’s …
Registered in 0.004905 seconds.
Asset Pipeline Refresh: Total: 0.053 seconds - Initiated by RefreshV2(AllowForceSynchronousImport)
[OVRPlugin][INFO] UnityPluginLoad called Initialized touch support.
Android Extension - Scanning For ADB Devices 0 ms
Attempted to call .Dispose on an already disposed CancellationTokenSource
Android Extension - Scanning For ADB Devices 103 ms
Android Extension - Scanning For ADB Devices 105 ms
Attempted to call .Dispose on an already disposed CancellationTokenSource
Android Extension - Scanning For ADB Devices 101 ms
Asset Pipeline Refresh: Total: 0.010 seconds - Initiated by RefreshV2(AllowForceSynchronousImport)
Pvr_EyeTrackingEditor must be instantiated using the ScriptableObject.CreateInstance method instead of new Pvr_EyeTrackingEditor.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.ScriptableObject:.ctor ()
UnityEditor.Editor:.ctor ()
Pvr_EyeTrackingEditor:.ctor ()
System.Reflection.RuntimeConstructorInfo:InternalInvoke (object,object,bool)
System.RuntimeType:CreateInstanceMono (bool,bool)
System.RuntimeType:CreateInstanceSlow (bool,bool,bool,bool)
System.RuntimeType:CreateInstanceDefaultCtor (bool,bool,bool,bool,System.Threading.StackCrawlMark&)
System.Activator:CreateInstance (System.Type,bool,bool)
System.Activator:CreateInstance (System.Type,bool)
System.Activator:CreateInstance (System.Type)
UnityEditor.Build.BuildPipelineInterfaces:AddToListIfTypeImplementsInterface<UnityEditor.Build.IPreprocessBuild> (System.Type,object&,System.Collections.Generic.List`1<UnityEditor.Build.IPreprocessBuild>&)
UnityEditor.Build.BuildPipelineInterfaces:InitializeBuildCallbacks (UnityEditor.Build.BuildPipelineInterfaces/BuildCallbacks)
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Runtime\Scripting\Scripting.cpp line 701]
Pvr_UnitySDKManagerEditor must be instantiated using the ScriptableObject.CreateInstance method instead of new Pvr_UnitySDKManagerEditor.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.ScriptableObject:.ctor ()
UnityEditor.Editor:.ctor ()
Pvr_UnitySDKManagerEditor:.ctor ()
System.Reflection.RuntimeConstructorInfo:InternalInvoke (object,object,bool)
System.RuntimeType:CreateInstanceMono (bool,bool)
System.RuntimeType:CreateInstanceSlow (bool,bool,bool,bool)
System.RuntimeType:CreateInstanceDefaultCtor (bool,bool,bool,bool,System.Threading.StackCrawlMark&)
System.Activator:CreateInstance (System.Type,bool,bool)
System.Activator:CreateInstance (System.Type,bool)
System.Activator:CreateInstance (System.Type)
UnityEditor.Build.BuildPipelineInterfaces:AddToListIfTypeImplementsInterface<UnityEditor.Build.IPreprocessBuild> (System.Type,object&,System.Collections.Generic.List`1<UnityEditor.Build.IPreprocessBuild>&)
UnityEditor.Build.BuildPipelineInterfaces:InitializeBuildCallbacks (UnityEditor.Build.BuildPipelineInterfaces/BuildCallbacks)
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Runtime\Scripting\Scripting.cpp line 701]
Pvr_EyeTrackingEditor must be instantiated using the ScriptableObject.CreateInstance method instead of new Pvr_EyeTrackingEditor.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.ScriptableObject:.ctor ()
UnityEditor.Editor:.ctor ()
Pvr_EyeTrackingEditor:.ctor ()
System.Reflection.RuntimeConstructorInfo:InternalInvoke (object,object,bool)
System.RuntimeType:CreateInstanceMono (bool,bool)
System.RuntimeType:CreateInstanceSlow (bool,bool,bool,bool)
System.RuntimeType:CreateInstanceDefaultCtor (bool,bool,bool,bool,System.Threading.StackCrawlMark&)
System.Activator:CreateInstance (System.Type,bool,bool)
System.Activator:CreateInstance (System.Type,bool)
System.Activator:CreateInstance (System.Type)
UnityEditor.Build.BuildPipelineInterfaces:AddToListIfTypeImplementsInterface<UnityEditor.Build.IPreprocessBuild> (System.Type,object&,System.Collections.Generic.List`1<UnityEditor.Build.IPreprocessBuild>&)
UnityEditor.Build.BuildPipelineInterfaces:InitializeBuildCallbacks (UnityEditor.Build.BuildPipelineInterfaces/BuildCallbacks)
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Runtime\Scripting\Scripting.cpp line 701]
Pvr_UnitySDKManagerEditor must be instantiated using the ScriptableObject.CreateInstance method instead of new Pvr_UnitySDKManagerEditor.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.ScriptableObject:.ctor ()
UnityEditor.Editor:.ctor ()
Pvr_UnitySDKManagerEditor:.ctor ()
System.Reflection.RuntimeConstructorInfo:InternalInvoke (object,object,bool)
System.RuntimeType:CreateInstanceMono (bool,bool)
System.RuntimeType:CreateInstanceSlow (bool,bool,bool,bool)
System.RuntimeType:CreateInstanceDefaultCtor (bool,bool,bool,bool,System.Threading.StackCrawlMark&)
System.Activator:CreateInstance (System.Type,bool,bool)
System.Activator:CreateInstance (System.Type,bool)
System.Activator:CreateInstance (System.Type)
UnityEditor.Build.BuildPipelineInterfaces:AddToListIfTypeImplementsInterface<UnityEditor.Build.IPreprocessBuild> (System.Type,object&,System.Collections.Generic.List`1<UnityEditor.Build.IPreprocessBuild>&)
UnityEditor.Build.BuildPipelineInterfaces:InitializeBuildCallbacks (UnityEditor.Build.BuildPipelineInterfaces/BuildCallbacks)
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Runtime\Scripting\Scripting.cpp line 701]
Interaction Layer 31 is not set to ‘Teleport’.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object)
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:LogWarning (object)
UnityEditor.XR.Interaction.Toolkit.ProjectValidation.XRInteractionProjectValidation:LogBuildValidationIssues (UnityEditor.BuildTargetGroup) (at Library/PackageCache/com.unity.xr.interaction.toolkit@2.2.0/Editor/ProjectValidation/XRInteractionProjectValidation.cs:84)
UnityEditor.XR.Interaction.Toolkit.ProjectValidation.XRInteractionProjectValidationBuildStep:OnPreprocessBuild (UnityEditor.Build.Reporting.BuildReport) (at Library/PackageCache/com.unity.xr.interaction.toolkit@2.2.0/Editor/ProjectValidation/XRInteractionProjectValidationRulesSetup.cs:306)
UnityEditor.Build.BuildPipelineInterfaces/<>c__DisplayClass16_0:b__1 (UnityEditor.Build.IPreprocessBuildWithReport)
UnityEditor.Build.BuildPipelineInterfaces:InvokeCallbackInterfacesPair<UnityEditor.Build.IPreprocessBuild, UnityEditor.Build.IPreprocessBuildWithReport> (System.Collections.Generic.List1<UnityEditor.Build.IPreprocessBuild>,System.Action1<UnityEditor.Build.IPreprocessBuild>,System.Collections.Generic.List1<UnityEditor.Build.IPreprocessBuildWithReport>,System.Action1<UnityEditor.Build.IPreprocessBuildWithReport>,bool)
UnityEditor.Build.BuildPipelineInterfaces:OnBuildPreProcess (UnityEditor.Build.Reporting.BuildReport)
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
(Filename: Library/PackageCache/com.unity.xr.interaction.toolkit@2.2.0/Editor/ProjectValidation/XRInteractionProjectValidation.cs Line: 84)
Excluding quality level PC from stripping.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object)
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:Log (object)
UnityEditor.Rendering.Universal.ShaderBuildPreprocessor:TryGetRenderPipelineAssetsForBuildTarget (UnityEditor.BuildTarget,System.Collections.Generic.List1<UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset>) (at Library/PackageCache/com.unity.render-pipelines.universal@12.1.10/Editor/ShaderPreprocessor.cs:829) UnityEditor.Rendering.Universal.ShaderBuildPreprocessor:FetchAllSupportedFeatures () (at Library/PackageCache/com.unity.render-pipelines.universal@12.1.10/Editor/ShaderPreprocessor.cs:858) UnityEditor.Rendering.Universal.ShaderBuildPreprocessor:OnPreprocessBuild (UnityEditor.Build.Reporting.BuildReport) (at Library/PackageCache/com.unity.render-pipelines.universal@12.1.10/Editor/ShaderPreprocessor.cs:793) UnityEditor.Build.BuildPipelineInterfaces/<>c__DisplayClass16_0:<OnBuildPreProcess>b__1 (UnityEditor.Build.IPreprocessBuildWithReport) UnityEditor.Build.BuildPipelineInterfaces:InvokeCallbackInterfacesPair<UnityEditor.Build.IPreprocessBuild, UnityEditor.Build.IPreprocessBuildWithReport> (System.Collections.Generic.List1<UnityEditor.Build.IPreprocessBuild>,System.Action1<UnityEditor.Build.IPreprocessBuild>,System.Collections.Generic.List1<UnityEditor.Build.IPreprocessBuildWithReport>,System.Action`1<UnityEditor.Build.IPreprocessBuildWithReport>,bool)
UnityEditor.Build.BuildPipelineInterfaces:OnBuildPreProcess (UnityEditor.Build.Reporting.BuildReport)
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
(Filename: Library/PackageCache/com.unity.render-pipelines.universal@12.1.10/Editor/ShaderPreprocessor.cs Line: 829)
[ovrAvatar2 StreamingAssetsPlatformIncluder] Copying required Avatar2 assets to StreamingAssets
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object)
UnityEngine.Logger:Log (UnityEngine.LogType,object,UnityEngine.Object)
UnityEngine.Debug:Log (object,UnityEngine.Object)
Oculus.Avatar2.OvrAvatarLog:Log (Oculus.Avatar2.OvrAvatarLog/ELogLevel,string,string,UnityEngine.Object) (at Assets/Oculus/Avatar2/Scripts/OvrAvatarLog.cs:114)
Oculus.Avatar2.OvrAvatarLog:LogInfo (string,string,UnityEngine.Object) (at Assets/Oculus/Avatar2/Scripts/OvrAvatarLog.cs:150)
Oculus.Avatar2.StreamingAssetsPlatformIncluder:CopyStreamingAssets () (at Assets/Oculus/Avatar2/Editor/Scripts/StreamingAssetsPlatformIncluder.cs:89)
Oculus.Avatar2.StreamingAssetsPlatformIncluder:OnPreprocessBuild (UnityEditor.Build.Reporting.BuildReport) (at Assets/Oculus/Avatar2/Editor/Scripts/StreamingAssetsPlatformIncluder.cs:50)
UnityEditor.Build.BuildPipelineInterfaces/<>c__DisplayClass16_0:b__1 (UnityEditor.Build.IPreprocessBuildWithReport)
UnityEditor.Build.BuildPipelineInterfaces:InvokeCallbackInterfacesPair<UnityEditor.Build.IPreprocessBuild, UnityEditor.Build.IPreprocessBuildWithReport> (System.Collections.Generic.List1<UnityEditor.Build.IPreprocessBuild>,System.Action1<UnityEditor.Build.IPreprocessBuild>,System.Collections.Generic.List1<UnityEditor.Build.IPreprocessBuildWithReport>,System.Action1<UnityEditor.Build.IPreprocessBuildWithReport>,bool)
UnityEditor.Build.BuildPipelineInterfaces:OnBuildPreProcess (UnityEditor.Build.Reporting.BuildReport)
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
(Filename: Assets/Oculus/Avatar2/Scripts/OvrAvatarLog.cs Line: 114)
Registering precompiled user dll’s …
Registered in 0.004644 seconds.
Start importing Assets/StreamingAssets/SampleAssets using Guid(225c4220251abf94daab8abd13399391) Importer(-1,00000000000000000000000000000000) → (artifact id: ‘a5cf560e25d3db7ccfbbfeb142f36b11’) in 0.009536 seconds
Start importing Assets/StreamingAssets/SampleAssets/PresetAvatars_Quest.zip using Guid(f3c11ffaa07d402428f5b1f7b8bbaaeb) Importer(-1,00000000000000000000000000000000) → (artifact id: ‘6ab1a243397e59dd6992188515f9216e’) in 0.007989 seconds
Start importing Assets/StreamingAssets/SampleAssets/PresetAvatars_Fastload.zip using Guid(0431fc134258f0642a0070b9eed4d49c) Importer(-1,00000000000000000000000000000000) → (artifact id: ‘78ea888765b4ee6658ad12eadbfe6072’) in 0.004761 seconds
Start importing Assets/StreamingAssets/Oculus/OvrAvatar2Assets.zip using Guid(0cddd6d8a49534e429c06429e558b2f9) Importer(-1,00000000000000000000000000000000) → (artifact id: ‘90949b0480b6ec6612e7ea939c0aab52’) in 0.003185 seconds
Refreshing native plugins compatible for Editor in 1.18 ms, found 24 plugins.
Preloading 3 native plugins for Editor in 0.07 ms.
Asset Pipeline Refresh: Total: 0.189 seconds - Initiated by RefreshV2(NoUpdateAssetOptions)
Symmetric Projection is enabled in the Oculus XR Settings. To ensure best GPU performance, make sure at least FFR 1 is being used.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object)
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:LogWarning (object)
OVRGradleGeneration:OnPreprocessBuild (UnityEditor.Build.Reporting.BuildReport) (at Assets/Oculus/VR/Editor/OVRGradleGeneration.cs:174)
UnityEditor.Build.BuildPipelineInterfaces/<>c__DisplayClass16_0:b__1 (UnityEditor.Build.IPreprocessBuildWithReport)
UnityEditor.Build.BuildPipelineInterfaces:InvokeCallbackInterfacesPair<UnityEditor.Build.IPreprocessBuild, UnityEditor.Build.IPreprocessBuildWithReport> (System.Collections.Generic.List1<UnityEditor.Build.IPreprocessBuild>,System.Action1<UnityEditor.Build.IPreprocessBuild>,System.Collections.Generic.List1<UnityEditor.Build.IPreprocessBuildWithReport>,System.Action1<UnityEditor.Build.IPreprocessBuildWithReport>,bool)
UnityEditor.Build.BuildPipelineInterfaces:OnBuildPreProcess (UnityEditor.Build.Reporting.BuildReport)
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
(Filename: Assets/Oculus/VR/Editor/OVRGradleGeneration.cs Line: 174)
Registering precompiled user dll’s …
Registered in 0.004506 seconds.
Start importing ProjectSettings/ProjectSettings.asset using Guid(00000000000000004000000000000000) Importer(-1,00000000000000000000000000000000) → (artifact id: ‘9aa46dd96d2c16abb983f45f18d232e5’) in 0.003967 seconds
Start importing ProjectSettings/QualitySettings.asset using Guid(00000000000000009000000000000000) Importer(-1,00000000000000000000000000000000) → (artifact id: ‘39fcac2d1f70a7578dedc0597a245a73’) in 0.001325 seconds
Start importing ProjectSettings/EditorBuildSettings.asset using Guid(0000000000000000b000000000000000) Importer(-1,00000000000000000000000000000000) → (artifact id: ‘109760de380d9850a29a7c26d0399883’) in 0.001069 seconds
Refreshing native plugins compatible for Editor in 1.34 ms, found 24 plugins.
Preloading 3 native plugins for Editor in 0.07 ms.
Asset Pipeline Refresh: Total: 0.057 seconds - Initiated by StopAssetImportingV2(NoUpdateAssetOptions)
Failed to send event androidAssetPacksBuild. Result: AnalyticsDisabled
Android PostProcess task “Checking prerequisites” took 2.8345 ms
Android PostProcess task “Detect Java Development Kit (JDK)” took 51.5335 ms
File C:\Users\zezba.android\repositories.cfg could not be loaded.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object)
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:LogWarning (object)
UnityEditor.Android.AndroidSDKTools:smile:etectErrorsAndWarnings (string,string,string)
UnityEditor.Android.AndroidSDKTools:RunAndroidSdkTool (string,string,bool,string,string,string)
UnityEditor.Android.AndroidSDKTools:ListComponentsVersions ()
UnityEditor.Android.SDKManager:UpdatePackagesList ()
UnityEditor.Android.SDKManager:HighestVersionInstalled (UnityEditor.Android.SDKManager/Component)
UnityEditor.Android.PostProcessor.Tasks.CheckAndroidSDK/SDKToolsDetector:GetVersion ()
UnityEditor.Android.PostProcessor.Tasks.CheckAndroidSDK/SDKComponentDetector:smile:etect (System.Version,UnityEditor.Android.PostProcessor.ProgressHandler)
UnityEditor.Android.PostProcessor.Tasks.CheckAndroidSDK:EnsureSDKComponentVersion (System.Version,UnityEditor.Android.PostProcessor.Tasks.CheckAndroidSDK/SDKComponentDetector)
UnityEditor.Android.PostProcessor.Tasks.CheckAndroidSDK:Execute (UnityEditor.Android.PostProcessor.PostProcessorContext)
UnityEditor.Android.PostProcessor.PostProcessRunner:RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext)
UnityEditor.Android.PostProcessAndroidPlayer:PrepareForBuild (UnityEditor.BuildOptions,UnityEditor.BuildTarget)
UnityEditor.Android.AndroidBuildPostprocessor:PrepareForBuild (UnityEditor.BuildOptions,UnityEditor.BuildTarget)
UnityEditor.PostprocessBuildPlayer:PrepareForBuild (UnityEditor.BuildOptions,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget)
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
AndroidSDKTools:
root : C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK
tools : C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\tools
platform-tools: C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platform-tools
build-tools : C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\build-tools\30.0.2
adb : C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platform-tools\adb.exe
Android PostProcess task “Detecting Android SDK” took 1777.5037 ms
Android PostProcess task “Detect Android NDK” took 12.3445 ms
Android PostProcess task “Trying to find a suitable Android device” took 0.2694 ms
Android PostProcess task “Checking Graphics API compatibility” took 0.1194 ms
Android PostProcess task “Check resources” took 0.1136 ms
Android PostProcess task “Check Android Player Settings” took 0.1032 ms
BuildPlayerGenerator: Succeeded
Asset Pipeline Refresh: Total: 0.002 seconds - Initiated by RefreshV2(NoUpdateAssetOptions)
[ScriptCompilation] Requested script compilation because: Recompiling scripts for player build.
BuildPlayer: start building target 13
Starting: C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\bee_backend.exe --profile=“Library/Bee/backend_profiler0.traceevents” --stdin-canary --dagfile=“Library/Bee/1300b0aP.dag” --continue-on-failure ScriptAssemblies
WorkingDir: E:/Dev/ForFunLabs/BounceShot_Publish
ExitCode: 4 Duration: 0s72ms
Rebuilding DAG because FileSignature timestamp changed: Library/Bee/1300b0aP-inputdata.json
*** Tundra requires additional run (0.06 seconds), 0 items updated, 0 evaluated
Starting: C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\Tools\netcorerun\netcorerun.exe “C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\Tools\BuildPipeline\ScriptCompilationBuildProgram.exe” “Library/Bee/1300b0aP.dag.json” “Library/Bee/1300b0aP-inputdata.json” “Library/Bee/buildprogram0.traceevents”
WorkingDir: E:/Dev/ForFunLabs/BounceShot_Publish
ExitCode: 0 Duration: 0s394ms
Starting: C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\bee_backend.exe --profile=“Library/Bee/backend_profiler1.traceevents” --stdin-canary --dagfile=“Library/Bee/1300b0aP.dag” --continue-on-failure --dagfilejson=“Library/Bee/1300b0aP.dag.json” ScriptAssemblies
WorkingDir: E:/Dev/ForFunLabs/BounceShot_Publish
ExitCode: 0 Duration: 0s141ms
Finished compiling graph: 849 nodes, 7784 flattened edges (7784 ToBuild, 0 ToUse), maximum node priority 362
[576/848 0s] CopyFiles Library/PlayerScriptAssemblies/UnityEngine.TestRunner.pdb
[581/848 0s] CopyFiles Library/PlayerScriptAssemblies/UnityEngine.TestRunner.dll
[661/848 0s] CopyFiles Library/PlayerScriptAssemblies/Unity.Services.Core.Threading.dll
[665/848 0s] CopyFiles Library/PlayerScriptAssemblies/Oculus.Spatializer.dll
[666/848 0s] CopyFiles Library/PlayerScriptAssemblies/AssistantCoreSDKRuntime.dll
[668/848 0s] CopyFiles Library/PlayerScriptAssemblies/Unity.Timeline.pdb
[671/848 0s] CopyFiles Library/PlayerScriptAssemblies/Unity.RenderPipelines.Universal.Runtime.dll
[672/848 0s] CopyFiles Library/PlayerScriptAssemblies/Oculus.Platform.dll
[673/848 0s] CopyFiles Library/PlayerScriptAssemblies/PhotonUnityNetworking.Demos.pdb
[675/848 0s] CopyFiles Library/PlayerScriptAssemblies/Unity.RenderPipelines.Universal.Shaders.dll
[676/848 0s] CopyFiles Library/PlayerScriptAssemblies/Unity.Services.Core.Configuration.dll
[677/848 0s] CopyFiles Library/PlayerScriptAssemblies/Unity.InputSystem.pdb
[679/848 0s] CopyFiles Library/PlayerScriptAssemblies/Unity.RenderPipelines.ShaderGraph.ShaderGraphLibrary.pdb
[680/848 0s] CopyFiles Library/PlayerScriptAssemblies/Unity.Services.Core.Internal.dll
[681/848 0s] CopyFiles Library/PlayerScriptAssemblies/PhotonVoice.dll
[682/848 0s] CopyFiles Library/PlayerScriptAssemblies/Oculus.AvatarSDK2.pdb
[684/848 0s] CopyFiles Library/PlayerScriptAssemblies/PhotonVoice.API.dll
[685/848 0s] CopyFiles Library/PlayerScriptAssemblies/Oculus.AvatarSDK2.Example.pdb
[686/848 0s] CopyFiles Library/PlayerScriptAssemblies/Unity.Mathematics.pdb
[687/848 0s] CopyFiles Library/PlayerScriptAssemblies/Oculus.AvatarSDK2.Example.dll
[688/848 0s] CopyFiles Library/PlayerScriptAssemblies/Oculus.VR.pdb
[689/848 0s] CopyFiles Library/PlayerScriptAssemblies/Oculus.VR.dll
[690/848 0s] CopyFiles Library/PlayerScriptAssemblies/Oculus.Interaction.OVR.Samples.pdb
[691/848 0s] CopyFiles Library/PlayerScriptAssemblies/Oculus.LipSync.pdb
[692/848 0s] CopyFiles Library/PlayerScriptAssemblies/Oculus.Interaction.pdb
[693/848 0s] CopyFiles Library/PlayerScriptAssemblies/Oculus.Interaction.OVR.Samples.dll
[694/848 0s] CopyFiles Library/PlayerScriptAssemblies/Oculus.LipSync.dll
[696/848 0s] CopyFiles Library/PlayerScriptAssemblies/Oculus.Interaction.OVR.dll
[697/848 0s] CopyFiles Library/PlayerScriptAssemblies/PhotonVoice.API.pdb
[698/848 0s] CopyFiles Library/PlayerScriptAssemblies/Oculus.Interaction.OVR.pdb
[699/848 0s] CopyFiles Library/PlayerScriptAssemblies/Unity.Mathematics.dll
[700/848 0s] CopyFiles Library/PlayerScriptAssemblies/Oculus.Interaction.dll
[701/848 0s] CopyFiles Library/PlayerScriptAssemblies/PhotonVoice.pdb
[702/848 0s] CopyFiles Library/PlayerScriptAssemblies/Unity.Services.Core.Configuration.pdb
[703/848 0s] CopyFiles Library/PlayerScriptAssemblies/Unity.RenderPipelines.ShaderGraph.ShaderGraphLibrary.dll
[704/848 0s] CopyFiles Library/PlayerScriptAssemblies/Unity.RenderPipelines.Universal.Shaders.pdb
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*** Tundra build success (0.13 seconds), 138 items updated, 848 evaluated
BuildPlayerGenerator: Succeeded
Rebuilding Data files because BuildOptions.Development is not set.
Registering precompiled user dll’s …
Registered in 0.004600 seconds.
Asset Pipeline Refresh: Total: 0.094 seconds - Initiated by RefreshV2(NoUpdateAssetOptions)
Refreshing native plugins compatible for Editor in 1.37 ms, found 24 plugins.
Preloading 3 native plugins for Editor in 0.07 ms.
Compiling shader “Shader Graphs/BallSSS” pass “Pass 0” (vp)
Full variant space: 6291456
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Compiling shader “Shader Graphs/BallSSS” pass “Pass 1” (vp)
Full variant space: 4
After settings filtering: 4
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Processed in 0.01 seconds
Compiling shader “Shader Graphs/BallSSS” pass “Pass 2” (vp)
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Compiling shader “Shader Graphs/BallSSS” pass “Pass 3” (vp)
Full variant space: 2
After settings filtering: 2
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Processed in 0.00 seconds
starting compilation…
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Compiling shader “Shader Graphs/BallSSS” pass “Pass 4” (vp)
Full variant space: 1
After settings filtering: 1
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Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BallSSS” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
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Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BallSSS” pass “Pass 6” (vp)
Full variant space: 2
After settings filtering: 2
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Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BallSSS” pass “Pass 7” (vp)
Full variant space: 2
After settings filtering: 2
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Processed in 0.00 seconds
starting compilation…
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Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
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Compiling shader “Shader Graphs/RadialShadow” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
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Processed in 0.00 seconds
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Compiling shader “Shader Graphs/RadialShadow” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
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Processed in 0.00 seconds
starting compilation…
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Compiling shader “Shader Graphs/RadialShadow” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
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Processed in 0.00 seconds
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Compiling shader “Shader Graphs/RadialShadow” pass “Pass 3” (vp)
Full variant space: 2
After settings filtering: 2
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Processed in 0.00 seconds
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Compiling shader “Shader Graphs/RadialShadow” pass “Pass 4” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 2
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Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
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After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 0” (vp)
Full variant space: 6291456
After settings filtering: 1024
After built-in stripping: 128
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Compiling shader “Universal Render Pipeline/Lit” pass “Pass 1” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
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starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 3” (vp)
Full variant space: 4
After settings filtering: 4
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Processed in 0.00 seconds
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Compiling shader “Universal Render Pipeline/Lit” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
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Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.02s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 5” (vp)
Full variant space: 1
After settings filtering: 1
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Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Universal Render Pipeline/FallbackError” pass “Pass 0” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 2
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Processed in 0.00 seconds
starting compilation…
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Compiling shader “Shader Graphs/Cup_Liquid” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 16
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/Cup_Liquid” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
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Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/Cup_Liquid” pass “Pass 2” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/Cup_Liquid” pass “Pass 3” (vp)
Full variant space: 2
After settings filtering: 2
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Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/Cup_Liquid” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/Cup_Liquid” pass “Pass 5” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
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Processed in 0.00 seconds
Opening scene ‘Assets/_Game/Scenes/Core.unity’
Unloading 21 Unused Serialized files (Serialized files now loaded: 0)
Loaded scene ‘Assets/_Game/Scenes/Core.unity’
Deserialize: 7.822 ms
Integration: 413.751 ms
Integration of assets: 0.011 ms
Thread Wait Time: 0.012 ms
Total Operation Time: 421.596 ms
Unloading 234 unused Assets / (19.4 MB). Loaded Objects now: 13676.
Memory consumption went from 488.9 MB to 469.6 MB.
Total: 11.232500 ms (FindLiveObjects: 0.679900 ms CreateObjectMapping: 0.332300 ms MarkObjects: 7.817000 ms DeleteObjects: 2.402800 ms)
Setting up 5 worker threads for Enlighten.
[00:00:00] Finished 1 Bake Ambient Probe job (0.00s execute, 0.00s integrate, 0.01s wallclock)
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 0” (vp)
Full variant space: 6291456
After settings filtering: 1024
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Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 1” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
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After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 3” (vp)
Full variant space: 4
After settings filtering: 4
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Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
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Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 5” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Hidden/Universal Render Pipeline/FallbackError” pass “Pass 0” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Unlit” pass “Pass 0” (vp)
Full variant space: 96
After settings filtering: 48
After built-in stripping: 12
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Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 6 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Universal Render Pipeline/Unlit” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Universal Render Pipeline/Unlit” pass “Pass 2” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 4
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Universal Render Pipeline/Unlit” pass “Pass 3” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Universal Render Pipeline/FallbackError” pass “Pass 0” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/LoadingSphere” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 16
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Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/LoadingSphere” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/LoadingSphere” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/LoadingSphere” pass “Pass 3” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/LoadingSphere” pass “Pass 4” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BallSSS” pass “Pass 0” (vp)
Full variant space: 6291456
After settings filtering: 1024
After built-in stripping: 28
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BallSSS” pass “Pass 1” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BallSSS” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BallSSS” pass “Pass 3” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BallSSS” pass “Pass 4” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BallSSS” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BallSSS” pass “Pass 6” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BallSSS” pass “Pass 7” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/RadialShadow” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 14
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/RadialShadow” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/RadialShadow” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/RadialShadow” pass “Pass 3” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/RadialShadow” pass “Pass 4” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/Cup_Liquid” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 14
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/Cup_Liquid” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/Cup_Liquid” pass “Pass 2” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/Cup_Liquid” pass “Pass 3” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/Cup_Liquid” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/Cup_Liquid” pass “Pass 5” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “TextMeshPro/Mobile/Distance Field” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/FocusArrow” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 16
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/FocusArrow” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/FocusArrow” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/FocusArrow” pass “Pass 3” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/FocusArrow” pass “Pass 4” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Legacy Shaders/Particles/Alpha Blended Premultiply” pass “Pass 0” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/Cup_Glow” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 16
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/Cup_Glow” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/Cup_Glow” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/Cup_Glow” pass “Pass 3” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/Cup_Glow” pass “Pass 4” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/CupScore” pass “Pass 0” (vp)
Full variant space: 6291456
After settings filtering: 1024
After built-in stripping: 64
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/CupScore” pass “Pass 1” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/CupScore” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/CupScore” pass “Pass 3” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/CupScore” pass “Pass 4” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/CupScore” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/CupScore” pass “Pass 6” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/CupScore” pass “Pass 7” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/Splash” pass “Pass 0” (vp)
Full variant space: 6291456
After settings filtering: 1024
After built-in stripping: 32
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/Splash” pass “Pass 1” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/Splash” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/Splash” pass “Pass 3” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/Splash” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/Splash” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/Splash” pass “Pass 6” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/TeleportLine” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 16
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/TeleportLine” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/TeleportLine” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/TeleportLine” pass “Pass 3” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/TeleportLine” pass “Pass 4” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/TeleportPoint” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 16
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/TeleportPoint” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/TeleportPoint” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/TeleportPoint” pass “Pass 3” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/TeleportPoint” pass “Pass 4” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Standard (Specular setup)” pass “Pass 0” (vp)
Full variant space: 1328
After settings filtering: 1328
After built-in stripping: 32
After scriptable stripping: 32
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 32 (0.02s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Standard (Specular setup)” pass “Pass 1” (vp)
Full variant space: 188
After settings filtering: 188
After built-in stripping: 26
After scriptable stripping: 26
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 26 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Standard (Specular setup)” pass “Pass 2” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Standard (Specular setup)” pass “Pass 3” (vp)
Full variant space: 152
After settings filtering: 152
After built-in stripping: 16
After scriptable stripping: 16
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 16 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Standard (Specular setup)” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Standard (Specular setup)” pass “Pass 0” (vp)
Full variant space: 272
After settings filtering: 272
After built-in stripping: 32
After scriptable stripping: 32
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 32 (0.02s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Standard (Specular setup)” pass “Pass 1” (vp)
Full variant space: 140
After settings filtering: 140
After built-in stripping: 20
After scriptable stripping: 20
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 20 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Standard (Specular setup)” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Standard (Specular setup)” pass “Pass 3” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Legacy Shaders/VertexLit” pass “Pass 0” (vp)
Full variant space: 12
After settings filtering: 12
After built-in stripping: 6
After scriptable stripping: 6
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 6 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Legacy Shaders/VertexLit” pass “Pass 1” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Legacy Shaders/VertexLit” pass “Pass 2” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “PXR/Neo3” pass “Pass 0” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “PXR/Neo3” pass “Pass 0” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 0” (vp)
Full variant space: 9437184
After settings filtering: 1536
After built-in stripping: 176
After scriptable stripping: 8
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 1” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 3” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 4” (vp)
Full variant space: 3
After settings filtering: 3
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 5” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Hidden/Universal Render Pipeline/FallbackError” pass “Pass 0” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “PXR/PICO4” pass “Pass 0” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “PXR/PICO4” pass “Pass 0” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “PXR/PICO4_Power” pass “Pass 0” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “PXR/PICO4_Power” pass “Pass 0” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Standard” pass “Pass 0” (vp)
Full variant space: 1328
After settings filtering: 1328
After built-in stripping: 32
After scriptable stripping: 32
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 32 (0.02s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Standard” pass “Pass 1” (vp)
Full variant space: 188
After settings filtering: 188
After built-in stripping: 26
After scriptable stripping: 26
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 26 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Standard” pass “Pass 2” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Standard” pass “Pass 3” (vp)
Full variant space: 152
After settings filtering: 152
After built-in stripping: 16
After scriptable stripping: 16
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 16 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Standard” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.01 seconds. Local cache hits 4 (0.02s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Standard” pass “Pass 0” (vp)
Full variant space: 416
After settings filtering: 416
After built-in stripping: 32
After scriptable stripping: 32
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 32 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Standard” pass “Pass 1” (vp)
Full variant space: 140
After settings filtering: 140
After built-in stripping: 20
After scriptable stripping: 20
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 20 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Standard” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Standard” pass “Pass 3” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Legacy Shaders/VertexLit” pass “Pass 0” (vp)
Full variant space: 12
After settings filtering: 12
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Legacy Shaders/VertexLit” pass “Pass 1” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Legacy Shaders/VertexLit” pass “Pass 2” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Legacy Shaders/Diffuse” pass “Pass 0” (vp)
Full variant space: 664
After settings filtering: 664
After built-in stripping: 32
After scriptable stripping: 32
Processed in 0.00 seconds
starting compilation…
finished in 0.01 seconds. Local cache hits 32 (0.19s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Legacy Shaders/Diffuse” pass “Pass 1” (vp)
Full variant space: 20
After settings filtering: 20
After built-in stripping: 10
After scriptable stripping: 10
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 10 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Legacy Shaders/Diffuse” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Legacy Shaders/Diffuse” pass “Pass 3” (vp)
Full variant space: 304
After settings filtering: 304
After built-in stripping: 16
After scriptable stripping: 16
Processed in 0.00 seconds
starting compilation…
finished in 0.01 seconds. Local cache hits 16 (0.05s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Legacy Shaders/Diffuse” pass “Pass 4” (vp)
Full variant space: 76
After settings filtering: 76
After built-in stripping: 16
After scriptable stripping: 16
Processed in 0.00 seconds
starting compilation…
finished in 0.01 seconds. Local cache hits 16 (0.07s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Legacy Shaders/Diffuse” pass “Pass 5” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.02s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Legacy Shaders/VertexLit” pass “Pass 0” (vp)
Full variant space: 12
After settings filtering: 12
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Legacy Shaders/VertexLit” pass “Pass 1” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Legacy Shaders/VertexLit” pass “Pass 2” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “PXR/HandRay” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “PXR/HandRay” pass “Pass 1” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “PXR/HandRay” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “PXR/HandRay” pass “Pass 1” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “PXR/Hand” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “PXR/Hand” pass “Pass 1” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “PXR/Hand” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “PXR/Hand” pass “Pass 1” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Legacy Shaders/Particles/Additive” pass “Pass 0” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Unlit/Color” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Legacy Shaders/Particles/Alpha Blended Premultiply” pass “Pass 0” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Opening scene ‘Assets/_Game/Scenes/Shutdown.unity’
Unloading 501 Unused Serialized files (Serialized files now loaded: 0)
Loaded scene ‘Assets/_Game/Scenes/Shutdown.unity’
Deserialize: 0.452 ms
Integration: 158.490 ms
Integration of assets: 0.001 ms
Thread Wait Time: 0.010 ms
Total Operation Time: 158.953 ms
Unloading 6902 unused Assets / (32.5 MB). Loaded Objects now: 8177.
Memory consumption went from 0.51 GB to 488.4 MB.
Total: 12.835200 ms (FindLiveObjects: 0.669100 ms CreateObjectMapping: 0.355200 ms MarkObjects: 5.900000 ms DeleteObjects: 5.910200 ms)
[00:00:00] Finished 1 Bake Ambient Probe job (0.00s execute, 0.00s integrate, 0.01s wallclock)
Opening scene ‘Assets/_Game/Scenes/Lobby.unity’
Unloading 4 Unused Serialized files (Serialized files now loaded: 0)
Loaded scene ‘Assets/_Game/Scenes/Lobby.unity’
Deserialize: 2.539 ms
Integration: 157.815 ms
Integration of assets: 0.085 ms
Thread Wait Time: 0.017 ms
Total Operation Time: 160.455 ms
Unloading 17 unused Assets / (0.6 MB). Loaded Objects now: 8224.
Memory consumption went from 230.4 MB to 229.8 MB.
Total: 6.964000 ms (FindLiveObjects: 0.419600 ms CreateObjectMapping: 0.251200 ms MarkObjects: 5.998500 ms DeleteObjects: 0.293700 ms)
[00:00:00] Finished 1 Bake Ambient Probe job (0.00s execute, 0.00s integrate, 0.01s wallclock)
Compiling shader “Shader Graphs/LobbyFloor” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 16
After scriptable stripping: 2
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/LobbyFloor” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/LobbyFloor” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/LobbyFloor” pass “Pass 3” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/LobbyFloor” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/LobbyFloor” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/LobbyFloor” pass “Pass 6” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/DomeSky” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 16
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/DomeSky” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/DomeSky” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/DomeSky” pass “Pass 3” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/DomeSky” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/DomeSky” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/DomeSky” pass “Pass 6” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/Either” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 16
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/Either” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/Either” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/Either” pass “Pass 3” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/Either” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/Either” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/Either” pass “Pass 6” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Particles/Unlit” pass “Pass 0” (vp)
Full variant space: 96
After settings filtering: 48
After built-in stripping: 16
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Universal Render Pipeline/Particles/Unlit” pass “Pass 1” (vp)
Full variant space: 3
After settings filtering: 3
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Universal Render Pipeline/Particles/Unlit” pass “Pass 3” (vp)
Full variant space: 3
After settings filtering: 3
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.01 seconds. Local cache hits 4 (0.03s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Universal Render Pipeline/Particles/Unlit” pass “Pass 4” (vp)
Full variant space: 3
After settings filtering: 3
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.01 seconds. Local cache hits 4 (0.02s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Universal Render Pipeline/FallbackError” pass “Pass 0” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Opening scene ‘Assets/_Game/Scenes/Arcade.unity’
LightingSettings: switching bake backend from 1 to 2.
Unloading 25 Unused Serialized files (Serialized files now loaded: 0)
Loaded scene ‘Assets/_Game/Scenes/Arcade.unity’
Deserialize: 7.341 ms
Integration: 288.376 ms
Integration of assets: 0.010 ms
Thread Wait Time: 0.010 ms
Total Operation Time: 295.737 ms
Unloading 35 unused Assets / (2.0 MB). Loaded Objects now: 14128.
Memory consumption went from 263.0 MB to 261.1 MB.
Total: 7.665500 ms (FindLiveObjects: 0.705200 ms CreateObjectMapping: 0.266800 ms MarkObjects: 6.245600 ms DeleteObjects: 0.447400 ms)
gi::BakeBackendSwitch: Clear() active clients.
[EnlightenBakeManager] m_Clear = false;
Mesh ‘Arcade_3’ has more materials (2) than subsets (1)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object)
UnityEngine.Logger:Log (UnityEngine.LogType,object,UnityEngine.Object)
UnityEngine.Debug:LogWarning (object,UnityEngine.Object)
UnityEngine.InternalStaticBatchingUtility:CombineGameObjects (UnityEngine.GameObject,UnityEngine.GameObject,bool,UnityEngine.InternalStaticBatchingUtility/StaticBatcherGOSorter)
UnityEngine.InternalStaticBatchingUtility:Combine (UnityEngine.GameObject,bool,bool,UnityEngine.InternalStaticBatchingUtility/StaticBatcherGOSorter)
UnityEditor.UnityBuildPostprocessor:OnProcessScene (UnityEngine.SceneManagement.Scene,UnityEditor.Build.Reporting.BuildReport)
UnityEditor.Build.BuildPipelineInterfaces/<>c__DisplayClass17_0:b__1 (UnityEditor.Build.IProcessSceneWithReport)
UnityEditor.Build.BuildPipelineInterfaces:InvokeCallbackInterfacesPair<UnityEditor.Build.IProcessScene, UnityEditor.Build.IProcessSceneWithReport> (System.Collections.Generic.List1<UnityEditor.Build.IProcessScene>,System.Action1<UnityEditor.Build.IProcessScene>,System.Collections.Generic.List1<UnityEditor.Build.IProcessSceneWithReport>,System.Action1<UnityEditor.Build.IProcessSceneWithReport>,bool)
UnityEditor.Build.BuildPipelineInterfaces:OnSceneProcess (UnityEngine.SceneManagement.Scene,UnityEditor.Build.Reporting.BuildReport)
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Mesh ‘Arcade_3’ has more materials (2) than subsets (1)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object)
UnityEngine.Logger:Log (UnityEngine.LogType,object,UnityEngine.Object)
UnityEngine.Debug:LogWarning (object,UnityEngine.Object)
UnityEngine.InternalStaticBatchingUtility:CombineGameObjects (UnityEngine.GameObject,UnityEngine.GameObject,bool,UnityEngine.InternalStaticBatchingUtility/StaticBatcherGOSorter)
UnityEngine.InternalStaticBatchingUtility:Combine (UnityEngine.GameObject,bool,bool,UnityEngine.InternalStaticBatchingUtility/StaticBatcherGOSorter)
UnityEditor.UnityBuildPostprocessor:OnProcessScene (UnityEngine.SceneManagement.Scene,UnityEditor.Build.Reporting.BuildReport)
UnityEditor.Build.BuildPipelineInterfaces/<>c__DisplayClass17_0:b__1 (UnityEditor.Build.IProcessSceneWithReport)
UnityEditor.Build.BuildPipelineInterfaces:InvokeCallbackInterfacesPair<UnityEditor.Build.IProcessScene, UnityEditor.Build.IProcessSceneWithReport> (System.Collections.Generic.List1<UnityEditor.Build.IProcessScene>,System.Action1<UnityEditor.Build.IProcessScene>,System.Collections.Generic.List1<UnityEditor.Build.IProcessSceneWithReport>,System.Action1<UnityEditor.Build.IProcessSceneWithReport>,bool)
UnityEditor.Build.BuildPipelineInterfaces:OnSceneProcess (UnityEngine.SceneManagement.Scene,UnityEditor.Build.Reporting.BuildReport)
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 0” (vp)
Full variant space: 18874368
After settings filtering: 3072
After built-in stripping: 360
After scriptable stripping: 24
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 24 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 1” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 16
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 2” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 3” (vp)
Full variant space: 6
After settings filtering: 6
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 4” (vp)
Full variant space: 5
After settings filtering: 5
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.01 seconds. Local cache hits 4 (0.02s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Universal Render Pipeline/FallbackError” pass “Pass 0” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 18
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.02 seconds. Local cache hits 4 (0.02s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 3” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 2
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.01 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 6” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “Pass 0” (vp)
Full variant space: 25165824
After settings filtering: 4096
After built-in stripping: 128
After scriptable stripping: 16
Processed in 0.01 seconds
starting compilation…
finished in 0.02 seconds. Local cache hits 16 (0.03s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “Pass 1” (vp)
Full variant space: 16
After settings filtering: 16
After built-in stripping: 16
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “Pass 2” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “Pass 3” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “Pass 4” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.01 seconds. Local cache hits 8 (0.06s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “Pass 5” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.01 seconds. Local cache hits 8 (0.04s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “Pass 6” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.01 seconds. Local cache hits 8 (0.06s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “Pass 7” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 18
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 3” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 2
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.01 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.01 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 6” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 16
After scriptable stripping: 2
Processed in 0.01 seconds
starting compilation…
finished in 0.01 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 3” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 6” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/LightDustParticles” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 16
After scriptable stripping: 2
Processed in 0.03 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/LightDustParticles” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/LightDustParticles” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/LightDustParticles” pass “Pass 3” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/LightDustParticles” pass “Pass 4” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 14
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 3” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.01 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 6” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.02 seconds
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/TubeScreen” pass “Pass 0” (vp)
Full variant space: 6291456
After settings filtering: 1024
After built-in stripping: 32
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/TubeScreen” pass “Pass 1” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/TubeScreen” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/TubeScreen” pass “Pass 3” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/TubeScreen” pass “Pass 4” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.01 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/TubeScreen” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/TubeScreen” pass “Pass 6” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/TubeScreen” pass “Pass 7” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/GlowScreen” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 18
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/GlowScreen” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.01 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/GlowScreen” pass “Pass 2” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 2
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/GlowScreen” pass “Pass 3” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/GlowScreen” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/GlowScreen” pass “Pass 5” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/TubeScreen” pass “Pass 0” (vp)
Full variant space: 6291456
After settings filtering: 1024
After built-in stripping: 32
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/TubeScreen” pass “Pass 1” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 2
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/TubeScreen” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/TubeScreen” pass “Pass 3” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/TubeScreen” pass “Pass 4” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/TubeScreen” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/TubeScreen” pass “Pass 6” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/TubeScreen” pass “Pass 7” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.01 seconds
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 14
After scriptable stripping: 0
Processed in 0.01 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 3” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 6” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Particles/Unlit” pass “Pass 0” (vp)
Full variant space: 96
After settings filtering: 48
After built-in stripping: 8
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Particles/Unlit” pass “Pass 1” (vp)
Full variant space: 3
After settings filtering: 3
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Particles/Unlit” pass “Pass 3” (vp)
Full variant space: 3
After settings filtering: 3
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Particles/Unlit” pass “Pass 4” (vp)
Full variant space: 3
After settings filtering: 3
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.01 seconds
Compiling shader “Hidden/Universal Render Pipeline/FallbackError” pass “Pass 0” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Opening scene ‘Assets/_Game/Scenes/Official.unity’
Unloading 206 Unused Serialized files (Serialized files now loaded: 0)
LightingSettings: switching bake backend from 1 to 2.
Loaded scene ‘Assets/_Game/Scenes/Official.unity’
Deserialize: 6.170 ms
Integration: 230.973 ms
Integration of assets: 0.009 ms
Thread Wait Time: 0.009 ms
Total Operation Time: 237.162 ms
Unloading 681 unused Assets / (8.6 MB). Loaded Objects now: 13065.
Memory consumption went from 341.3 MB to 332.8 MB.
Total: 9.043100 ms (FindLiveObjects: 0.768200 ms CreateObjectMapping: 0.481300 ms MarkObjects: 6.752200 ms DeleteObjects: 1.040700 ms)
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 30
After scriptable stripping: 2
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 3” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 2
After scriptable stripping: 0
Processed in 0.01 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.01 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 6” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.01 seconds
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 14
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 3” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 6” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “Pass 0” (vp)
Full variant space: 25165824
After settings filtering: 4096
After built-in stripping: 112
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “Pass 1” (vp)
Full variant space: 16
After settings filtering: 16
After built-in stripping: 16
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “Pass 2” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “Pass 3” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “Pass 4” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “Pass 5” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “Pass 6” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “Pass 7” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 14
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 3” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 6” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Baked Lit” pass “Pass 0” (vp)
Full variant space: 128
After settings filtering: 64
After built-in stripping: 4
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Universal Render Pipeline/Baked Lit” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Universal Render Pipeline/Baked Lit” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Universal Render Pipeline/Baked Lit” pass “Pass 3” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Universal Render Pipeline/Baked Lit” pass “Pass 4” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Universal Render Pipeline/Unlit” pass “Pass 0” (vp)
Full variant space: 96
After settings filtering: 48
After built-in stripping: 6
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Unlit” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Unlit” pass “Pass 2” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 2
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Unlit” pass “Pass 3” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 0” (vp)
Full variant space: 22020096
After settings filtering: 3584
After built-in stripping: 400
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 1” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 16
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 2” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 3” (vp)
Full variant space: 6
After settings filtering: 6
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 4” (vp)
Full variant space: 5
After settings filtering: 5
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Hidden/Universal Render Pipeline/FallbackError” pass “Pass 0” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 14
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 3” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 6” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Particles/Unlit” pass “Pass 0” (vp)
Full variant space: 96
After settings filtering: 48
After built-in stripping: 8
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Particles/Unlit” pass “Pass 1” (vp)
Full variant space: 3
After settings filtering: 3
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Particles/Unlit” pass “Pass 3” (vp)
Full variant space: 3
After settings filtering: 3
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Particles/Unlit” pass “Pass 4” (vp)
Full variant space: 3
After settings filtering: 3
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Hidden/Universal Render Pipeline/FallbackError” pass “Pass 0” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Opening scene ‘Assets/_Game/Scenes/Rooftop.unity’
Unloading 58 Unused Serialized files (Serialized files now loaded: 0)
Loaded scene ‘Assets/_Game/Scenes/Rooftop.unity’
Deserialize: 11.597 ms
Integration: 232.811 ms
Integration of assets: 0.012 ms
Thread Wait Time: 0.009 ms
Total Operation Time: 244.430 ms
Unloading 196 unused Assets / (1.1 MB). Loaded Objects now: 14869.
Memory consumption went from 285.1 MB to 284.0 MB.
Total: 7.840800 ms (FindLiveObjects: 0.825700 ms CreateObjectMapping: 0.361100 ms MarkObjects: 6.201400 ms DeleteObjects: 0.452100 ms)
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 0” (vp)
Full variant space: 28311552
After settings filtering: 4608
After built-in stripping: 1096
After scriptable stripping: 88
Processed in 0.01 seconds
starting compilation…
finished in 0.02 seconds. Local cache hits 88 (0.06s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 1” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 16
After scriptable stripping: 0
Processed in 0.01 seconds
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 2” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 3” (vp)
Full variant space: 6
After settings filtering: 6
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 4” (vp)
Full variant space: 5
After settings filtering: 5
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Lit” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Hidden/Universal Render Pipeline/FallbackError” pass “Pass 0” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 64
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.02s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 3” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 2
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 6” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 30
After scriptable stripping: 2
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 3” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Pass 6” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 60
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 3” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 2
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 6” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections_AlphaBlend” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 66
After scriptable stripping: 10
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 10 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections_AlphaBlend” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections_AlphaBlend” pass “Pass 2” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 2
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections_AlphaBlend” pass “Pass 3” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.01 seconds. Local cache hits 2 (0.02s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections_AlphaBlend” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.01 seconds. Local cache hits 2 (0.02s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections_AlphaBlend” pass “Pass 5” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections_AlphaBlend” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 30
After scriptable stripping: 2
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections_AlphaBlend” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections_AlphaBlend” pass “Pass 2” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.01 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections_AlphaBlend” pass “Pass 3” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections_AlphaBlend” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections_AlphaBlend” pass “Pass 5” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Unlit/Transparent Cutout” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 30
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 3” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Pass 6” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “Pass 0” (vp)
Full variant space: 25165824
After settings filtering: 4096
After built-in stripping: 240
After scriptable stripping: 16
Processed in 0.01 seconds
starting compilation…
finished in 0.01 seconds. Local cache hits 16 (0.02s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “Pass 1” (vp)
Full variant space: 16
After settings filtering: 16
After built-in stripping: 16
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “Pass 2” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “Pass 3” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “Pass 4” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “Pass 5” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “Pass 6” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “Pass 7” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/GroundFogBlend” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 32
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/GroundFogBlend” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/GroundFogBlend” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.01 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/GroundFogBlend” pass “Pass 3” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.01 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/GroundFogBlend” pass “Pass 4” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.01 seconds. Local cache hits 4 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 30
After scriptable stripping: 2
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 3” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Pass 6” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/SuperBasicManualLit” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 32
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/SuperBasicManualLit” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/SuperBasicManualLit” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/SuperBasicManualLit” pass “Pass 3” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/SuperBasicManualLit” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/SuperBasicManualLit” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/SuperBasicManualLit” pass “Pass 6” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/SuperBasicManualLit_Clip” pass “Pass 0” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 32
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/SuperBasicManualLit_Clip” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/SuperBasicManualLit_Clip” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/SuperBasicManualLit_Clip” pass “Pass 3” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Shader Graphs/SuperBasicManualLit_Clip” pass “Pass 4” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/SuperBasicManualLit_Clip” pass “Pass 5” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Shader Graphs/SuperBasicManualLit_Clip” pass “Pass 6” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Hidden/Shader Graph/FallbackError” pass “Pass 0” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Particles/Unlit” pass “Pass 0” (vp)
Full variant space: 96
After settings filtering: 48
After built-in stripping: 24
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Universal Render Pipeline/Particles/Unlit” pass “Pass 1” (vp)
Full variant space: 3
After settings filtering: 3
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Particles/Unlit” pass “Pass 3” (vp)
Full variant space: 3
After settings filtering: 3
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Particles/Unlit” pass “Pass 4” (vp)
Full variant space: 3
After settings filtering: 3
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Hidden/Universal Render Pipeline/FallbackError” pass “Pass 0” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Baked Lit” pass “Pass 0” (vp)
Full variant space: 128
After settings filtering: 64
After built-in stripping: 6
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Universal Render Pipeline/Baked Lit” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Baked Lit” pass “Pass 2” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Baked Lit” pass “Pass 3” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Baked Lit” pass “Pass 4” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Unlit” pass “Pass 0” (vp)
Full variant space: 96
After settings filtering: 48
After built-in stripping: 18
After scriptable stripping: 6
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 6 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Compiling shader “Universal Render Pipeline/Unlit” pass “Pass 1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Unlit” pass “Pass 2” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 2
After scriptable stripping: 0
Processed in 0.00 seconds
Compiling shader “Universal Render Pipeline/Unlit” pass “Pass 3” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 0
After scriptable stripping: 0
Processed in 0.01 seconds
Mono dependencies included in the build
Dependency assembly - System.Runtime.Extensions.dll
Dependency assembly - System.ComponentModel.DataAnnotations.dll
Dependency assembly - System.dll
Dependency assembly - VoiceSDK.Dictation.Runtime.dll
Dependency assembly - System.Drawing.dll
Dependency assembly - Unity.Services.Core.Analytics.dll
Dependency assembly - Mono.Security.dll
Dependency assembly - Unity.Services.Core.dll
Dependency assembly - System.DirectoryServices.Protocols.dll
Dependency assembly - System.Xaml.dll
Dependency assembly - Unity.Services.Core.Registration.dll
Dependency assembly - System.Net.WebHeaderCollection.dll
Dependency assembly - System.Net.Mail.dll
Dependency assembly - Unity.Services.Core.Configuration.dll
Dependency assembly - System.Text.Encodings.Web.dll
Dependency assembly - System.Diagnostics.TextWriterTraceListener.dll
Dependency assembly - Oculus.Platform.dll
Dependency assembly - System.Runtime.Serialization.dll
Dependency assembly - System.ServiceModel.Web.dll
Dependency assembly - Facebook.Wit.Conduit.dll
Dependency assembly - System.Xml.XPath.XDocument.dll
Dependency assembly - System.Net.Primitives.dll
Dependency assembly - System.Security.Cryptography.Csp.dll
Dependency assembly - System.Web.Extensions.Design.dll
Dependency assembly - System.Text.Encoding.Extensions.dll
Dependency assembly - System.Threading.AccessControl.dll
Dependency assembly - System.Threading.dll
Dependency assembly - System.Transactions.dll
Dependency assembly - System.Net.Security.dll
Dependency assembly - System.Data.Services.Client.dll
Dependency assembly - System.Security.Cryptography.Hashing.Algorithms.dll
Dependency assembly - Oculus.Interaction.dll
Dependency assembly - System.Design.dll
Dependency assembly - System.Windows.dll
Dependency assembly - PhotonVoice.PUN.dll
Dependency assembly - System.Linq.Parallel.dll
Dependency assembly - System.Runtime.Serialization.Formatters.Soap.dll
Dependency assembly - UnityEngine.SpatialTracking.dll
Dependency assembly - System.Xml.Serialization.dll
Dependency assembly - FbxBuildTestAssets.dll
Dependency assembly - System.IO.FileSystem.dll
Dependency assembly - System.IO.FileSystem.DriveInfo.dll
Dependency assembly - System.IO.Compression.ZipFile.dll
Dependency assembly - Mono.Data.Sqlite.dll
Dependency assembly - System.ComponentModel.Annotations.dll
Dependency assembly - System.ServiceProcess.dll
Dependency assembly - System.Configuration.dll
Dependency assembly - System.Linq.Queryable.dll
Dependency assembly - System.Threading.Tasks.Parallel.dll
Dependency assembly - System.Reflection.Emit.ILGeneration.dll
Dependency assembly - Oculus.Interaction.OVR.Samples.dll
Dependency assembly - System.ServiceModel.Security.dll
Dependency assembly - System.Diagnostics.Tracing.dll
Dependency assembly - System.Runtime.Numerics.dll
Dependency assembly - System.Diagnostics.Debug.dll
Dependency assembly - System.IO.FileSystem.Watcher.dll
Dependency assembly - System.Collections.dll
Dependency assembly - System.ServiceModel.Primitives.dll
Dependency assembly - System.Security.Cryptography.OpenSsl.dll
Dependency assembly - Unity.XR.Oculus.dll
Dependency assembly - System.ServiceModel.Activation.dll
Dependency assembly - Unity.XR.PICO.dll
Dependency assembly - System.ServiceModel.Routing.dll
Dependency assembly - Unity.RenderPipelines.Universal.Runtime.dll
Dependency assembly - System.Net.ServicePoint.dll
Dependency assembly - System.Data.Common.dll
Dependency assembly - Pico.Spatializer.Example.dll
Dependency assembly - Oculus.Spatializer.dll
Dependency assembly - Unity.Subsystem.Registration.dll
Dependency assembly - System.Net.Http.dll
Dependency assembly - System.IO.UnmanagedMemoryStream.dll
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Unable to find player assembly: Library/PlayerScriptAssemblies/UnityEngine.TestRunner.dll
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object)
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:LogWarning (object)
Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLsImpl (Unity.Burst.Editor.BurstAotCompiler/BurstAOTSettings,UnityEditor.Compilation.Assembly) (at Library/PackageCache/com.unity.burst@1.8.2/Editor/BurstAotCompiler.cs:498)
Unity.Burst.Editor.BurstAOTCompilerPostprocessor:smile:oGenerate (UnityEditor.Compilation.Assembly) (at Library/PackageCache/com.unity.burst@1.8.2/Editor/BurstAotCompiler.cs:265)
Unity.Burst.Editor.BurstAOTCompilerPostprocessor:OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport) (at Library/PackageCache/com.unity.burst@1.8.2/Editor/BurstAotCompiler.cs:189)
UnityEditor.Build.BuildPipelineInterfaces:OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport)
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
(Filename: Library/PackageCache/com.unity.burst@1.8.2/Editor/BurstAotCompiler.cs Line: 498)
E:\Dev\ForFunLabs\BounceShot_Publish\Library\PackageCache\com.unity.burst@1.8.2.Runtime\bcl.exe exited after 6498 ms.
stdout:
Starting 1 library requests
stderr:
Unloading 195 Unused Serialized files (Serialized files now loaded: 0)
Unloading 3025 unused Assets / (7.1 MB). Loaded Objects now: 8215.
Memory consumption went from 320.2 MB to 313.1 MB.
Total: 9.971900 ms (FindLiveObjects: 0.417600 ms CreateObjectMapping: 0.275800 ms MarkObjects: 6.376500 ms DeleteObjects: 2.901400 ms)
[EnlightenBakeManager] m_Clear = false;
Unloading 0 Unused Serialized files (Serialized files now loaded: 0)
Unloading 0 unused Assets / (510.7 KB). Loaded Objects now: 8215.
Memory consumption went from 313.0 MB to 312.5 MB.
Total: 6.383700 ms (FindLiveObjects: 0.297100 ms CreateObjectMapping: 0.149500 ms MarkObjects: 5.924500 ms DeleteObjects: 0.011800 ms)
Unloading 2 Unused Serialized files (Serialized files now loaded: 0)
Unloading 145 unused Assets / (140.0 MB). Loaded Objects now: 8228.
Memory consumption went from 382.1 MB to 242.1 MB.
Total: 17.358300 ms (FindLiveObjects: 0.361100 ms CreateObjectMapping: 0.206500 ms MarkObjects: 7.461900 ms DeleteObjects: 9.328100 ms)
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/BallSSS” pass “Universal Forward” (vp)
Full variant space: 6291456
After settings filtering: 1024
After built-in stripping: 192
After scriptable stripping: 24
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 24 (0.02s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/BallSSS” pass “ShadowCaster” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/BallSSS” pass “DepthOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/BallSSS” pass “DepthNormals” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/BallSSS” pass “” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Shader Graphs/BallSSS in 0.00s
gles3 (total internal programs: 30, unique: 30)
Shader warning in ‘Shader Graphs/BallSSS’: ‘UnityMetaVertexPosition’: implicit truncation of vector type at /Dev/ForFunLabs/BounceShot_Publish/Library/PackageCache/com.unity.render-pipelines.universal@12.1.10/Editor/ShaderGraph/Includes/Varyings.hlsl(131) (on gles3)
Compiling Subshader: 1, Pass: Pass 4, Vertex program with STEREO_MULTIVIEW_ON
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PASS_META UNITY_PBS_USE_BRDF3
Disabled keywords: EDITOR_VISUALIZATION SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING
Shader warning in ‘Shader Graphs/BallSSS’: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them at Assets/_Game/Artwork/Models/Ball/BallSSS.hlsl(12) (on gles3)
Compiling Subshader: 1, Pass: Pass 0, Vertex program with
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _CLUSTERED_RENDERING _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/RadialShadow” pass “Universal Forward” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 96
After scriptable stripping: 12
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 12 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/RadialShadow” pass “DepthNormalsOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/RadialShadow” pass “DepthNormals” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Shader Graphs/RadialShadow in 0.00s
gles3 (total internal programs: 18, unique: 18)
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/Cup_Liquid” pass “Universal Forward” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 96
After scriptable stripping: 12
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 12 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/Cup_Liquid” pass “DepthNormalsOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/Cup_Liquid” pass “ShadowCaster” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/Cup_Liquid” pass “DepthNormals” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Shader Graphs/Cup_Liquid in 0.00s
gles3 (total internal programs: 18, unique: 18)
Shader warning in ‘Shader Graphs/Cup_Liquid’: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them at line 2726 (on gles3)
Compiling Subshader: 1, Pass: Pass 0, Vertex program with
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _SAMPLE_GI
Shader warning in ‘Shader Graphs/Cup_Liquid’: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them at line 3136 (on gles3)
Compiling Subshader: 1, Pass: Pass 1, Vertex program with STEREO_MULTIVIEW_ON
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: INSTANCING_ON SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING
Shader warning in ‘Shader Graphs/Cup_Liquid’: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them at line 3928 (on gles3)
Compiling Subshader: 1, Pass: Pass 3, Vertex program with
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: INSTANCING_ON SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING
Shader warning in ‘Shader Graphs/Cup_Liquid’: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them at line 4321 (on gles3)
Compiling Subshader: 1, Pass: Pass 4, Vertex program with
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: INSTANCING_ON SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING
Shader warning in ‘Shader Graphs/Cup_Liquid’: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them at line 4722 (on gles3)
Compiling Subshader: 1, Pass: Pass 5, Vertex program with
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING
Compiling shader “Hidden/Universal Render Pipeline/Sampling” pass “BoxDownsample” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.01 seconds
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Serialized binary data for shader Hidden/Universal Render Pipeline/Sampling in 0.00s
gles3 (total internal programs: 4, unique: 4)
Compiling shader “Hidden/Universal Render Pipeline/ScreenSpaceShadows” pass “ScreenSpaceShadows” (vp)
Full variant space: 8
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
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Serialized binary data for shader Hidden/Universal Render Pipeline/ScreenSpaceShadows in 0.00s
gles3 (total internal programs: 0, unique: 0)
Compiling shader “Hidden/Core/FallbackError” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
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finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Serialized binary data for shader Hidden/Core/FallbackError in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Hidden/Universal Render Pipeline/XR/XROcclusionMesh” pass “” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Serialized binary data for shader Hidden/Universal Render Pipeline/XR/XROcclusionMesh in 0.00s
gles3 (total internal programs: 4, unique: 4)
Compiling shader “Hidden/Universal Render Pipeline/MaterialError” pass “” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
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finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Serialized binary data for shader Hidden/Universal Render Pipeline/MaterialError in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Hidden/kMotion/ObjectMotionVectors” pass “” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
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finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Serialized binary data for shader Hidden/kMotion/ObjectMotionVectors in 0.00s
gles3 (total internal programs: 2, unique: 2)
Prepared data for serialisation in 0.00s
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Compiling shader “Universal Render Pipeline/Lit” pass “ForwardLit” (vp)
Full variant space: 28311552
After settings filtering: 4608
After built-in stripping: 3456
After scriptable stripping: 432
Processed in 0.01 seconds
starting compilation…
finished in 0.01 seconds. Local cache hits 432 (0.20s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.01s
Compiling shader “Universal Render Pipeline/Lit” pass “ShadowCaster” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 16
After scriptable stripping: 0
Processed in 0.00 seconds
Prepared data for serialisation in 0.00s
Compiling shader “Universal Render Pipeline/Lit” pass “DepthOnly” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Universal Render Pipeline/Lit” pass “DepthNormals” (vp)
Full variant space: 6
After settings filtering: 6
After built-in stripping: 12
After scriptable stripping: 12
Processed in 0.00 seconds
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finished in 0.00 seconds. Local cache hits 12 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Universal Render Pipeline/Lit” pass “Universal2D” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Universal Render Pipeline/Lit in 0.00s
gles3 (total internal programs: 456, unique: 456)
Compressed shader ‘Universal Render Pipeline/Lit’ on gles3 from 7.40MB to 0.33MB
Compressed shader ‘Universal Render Pipeline/Lit’ in 0.05s
Compiling shader “Hidden/Universal/CoreBlit” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Compiling shader “Hidden/Universal/CoreBlit” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Compiling shader “Hidden/Universal/CoreBlit” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.01 seconds
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finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Compiling shader “Hidden/Universal/CoreBlit” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Compiling shader “Hidden/Universal/CoreBlit” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.01 seconds
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finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Compiling shader “Hidden/Universal/CoreBlit” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.01 seconds
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finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Universal/CoreBlit” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Universal/CoreBlit” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Universal/CoreBlit” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Universal/CoreBlit” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Compiling shader “Hidden/Universal/CoreBlit” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Compiling shader “Hidden/Universal/CoreBlit” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Compiling shader “Hidden/Universal/CoreBlit” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Compiling shader “Hidden/Universal/CoreBlit” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Compiling shader “Hidden/Universal/CoreBlit” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Compiling shader “Hidden/Universal/CoreBlit” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Compiling shader “Hidden/Universal/CoreBlit” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Compiling shader “Hidden/Universal/CoreBlit” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Compiling shader “Hidden/Universal/CoreBlit” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Compiling shader “Hidden/Universal/CoreBlit” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Universal/CoreBlit” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Universal/CoreBlit in 0.00s
gles3 (total internal programs: 168, unique: 88)
Compiling shader “Hidden/Universal Render Pipeline/Blit” pass “Blit” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 16
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Universal Render Pipeline/Blit in 0.00s
gles3 (total internal programs: 8, unique: 8)
Compiling shader “Hidden/kMotion/CameraMotionVectors” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/kMotion/CameraMotionVectors in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Hidden/Universal Render Pipeline/Debug/DebugReplacement” pass “Vertex Attributes” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Universal Render Pipeline/Debug/DebugReplacement in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Hidden/Universal/CoreBlitColorAndDepth” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Universal/CoreBlitColorAndDepth” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Universal/CoreBlitColorAndDepth in 0.00s
gles3 (total internal programs: 16, unique: 16)
Compiling shader “Hidden/Universal Render Pipeline/XR/XRMirrorView” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Universal Render Pipeline/XR/XRMirrorView” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Universal Render Pipeline/XR/XRMirrorView in 0.00s
gles3 (total internal programs: 4, unique: 4)
Compiling shader “Hidden/Universal Render Pipeline/CopyDepth” pass “CopyDepth” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 16
After scriptable stripping: 16
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 16 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Universal Render Pipeline/CopyDepth in 0.00s
gles3 (total internal programs: 16, unique: 16)
Compiling shader “Hidden/Shader Graph/FallbackError” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Shader Graph/FallbackError in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Hidden/Universal Render Pipeline/FallbackError” pass “” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Universal Render Pipeline/FallbackError in 0.00s
gles3 (total internal programs: 2, unique: 2)
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Universal Render Pipeline/StencilDeferred in 0.00s
gles3 (total internal programs: 0, unique: 0)
Compiling shader “Legacy Shaders/Transparent/VertexLit” pass “” (vp)
Full variant space: 12
After settings filtering: 12
After built-in stripping: 12
After scriptable stripping: 12
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 12 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Legacy Shaders/Transparent/VertexLit” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Legacy Shaders/Transparent/VertexLit in 0.00s
gles3 (total internal programs: 16, unique: 16)
Compiling shader “Standard (Specular setup)” pass “FORWARD” (vp)
Full variant space: 1328
After settings filtering: 1328
After built-in stripping: 128
After scriptable stripping: 128
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 128 (0.06s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Standard (Specular setup)” pass “FORWARD_DELTA” (vp)
Full variant space: 188
After settings filtering: 188
After built-in stripping: 52
After scriptable stripping: 52
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 52 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Standard (Specular setup)” pass “ShadowCaster” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Prepared data for serialisation in 0.00s
Compiling shader “Standard (Specular setup)” pass “DEFERRED” (vp)
Full variant space: 152
After settings filtering: 152
After built-in stripping: 48
After scriptable stripping: 48
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 48 (0.02s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Standard (Specular setup)” pass “FORWARD” (vp)
Full variant space: 272
After settings filtering: 272
After built-in stripping: 96
After scriptable stripping: 96
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 96 (0.03s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Standard (Specular setup)” pass “FORWARD_DELTA” (vp)
Full variant space: 140
After settings filtering: 140
After built-in stripping: 40
After scriptable stripping: 40
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 40 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Standard (Specular setup)” pass “ShadowCaster” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Prepared data for serialisation in 0.00s
Serialized binary data for shader Standard (Specular setup) in 0.00s
gles3 (total internal programs: 364, unique: 268)
Compressed shader ‘Standard (Specular setup)’ on gles3 from 2.41MB to 0.06MB
Compressed shader ‘Standard (Specular setup)’ in 0.01s
Compiling shader “Standard” pass “FORWARD” (vp)
Full variant space: 1328
After settings filtering: 1328
After built-in stripping: 128
After scriptable stripping: 128
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 128 (0.07s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Standard” pass “FORWARD_DELTA” (vp)
Full variant space: 188
After settings filtering: 188
After built-in stripping: 52
After scriptable stripping: 52
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 52 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Standard” pass “ShadowCaster” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Prepared data for serialisation in 0.00s
Compiling shader “Standard” pass “DEFERRED” (vp)
Full variant space: 152
After settings filtering: 152
After built-in stripping: 48
After scriptable stripping: 48
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 48 (0.02s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Standard” pass “FORWARD” (vp)
Full variant space: 416
After settings filtering: 416
After built-in stripping: 96
After scriptable stripping: 96
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 96 (0.03s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Standard” pass “FORWARD_DELTA” (vp)
Full variant space: 140
After settings filtering: 140
After built-in stripping: 40
After scriptable stripping: 40
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 40 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Standard” pass “ShadowCaster” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Prepared data for serialisation in 0.00s
Serialized binary data for shader Standard in 0.00s
gles3 (total internal programs: 364, unique: 252)
Compressed shader ‘Standard’ on gles3 from 2.34MB to 0.06MB
Compressed shader ‘Standard’ in 0.01s
Compiling shader “Legacy Shaders/Particles/Additive” pass “” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Legacy Shaders/Particles/Additive in 0.00s
gles3 (total internal programs: 8, unique: 8)
Compiling shader “Mobile/VertexLit” pass “” (vp)
Full variant space: 12
After settings filtering: 12
After built-in stripping: 12
After scriptable stripping: 12
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 12 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Mobile/VertexLit” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Mobile/VertexLit” pass “ShadowCaster” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Prepared data for serialisation in 0.00s
Serialized binary data for shader Mobile/VertexLit in 0.00s
gles3 (total internal programs: 16, unique: 16)
Compiling shader “Mobile/Diffuse” pass “FORWARD” (vp)
Full variant space: 664
After settings filtering: 664
After built-in stripping: 64
After scriptable stripping: 64
Processed in 0.00 seconds
starting compilation…
finished in 0.07 seconds. Local cache hits 64 (1.34s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Mobile/Diffuse” pass “PREPASS” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Mobile/Diffuse” pass “PREPASS” (vp)
Full variant space: 304
After settings filtering: 304
After built-in stripping: 48
After scriptable stripping: 48
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 48 (0.03s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Mobile/Diffuse” pass “DEFERRED” (vp)
Full variant space: 76
After settings filtering: 76
After built-in stripping: 24
After scriptable stripping: 24
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 24 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Mobile/Diffuse in 0.00s
gles3 (total internal programs: 138, unique: 138)
Compiling shader “Mobile/Unlit (Supports Lightmap)” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Mobile/Unlit (Supports Lightmap)” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Mobile/Unlit (Supports Lightmap) in 0.00s
gles3 (total internal programs: 8, unique: 8)
Compiling shader “Unlit/Color” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Unlit/Color in 0.00s
gles3 (total internal programs: 4, unique: 4)
Compiling shader “PXR_SDK/PXR_EyeMask” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “PXR_SDK/PXR_EyeMask” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader PXR_SDK/PXR_EyeMask in 0.00s
gles3 (total internal programs: 4, unique: 4)
Compiling shader “Hidden/Imposter_AlphaBlended” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Imposter_AlphaBlended in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Pvr_UnitySDK/FillColor” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Pvr_UnitySDK/FillColor in 0.00s
gles3 (total internal programs: 4, unique: 4)
Compiling shader “Hidden/UnderlayTransparentOccluderImposter” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/UnderlayTransparentOccluderImposter in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “PXR/Neo3” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “PXR/Neo3” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader PXR/Neo3 in 0.00s
gles3 (total internal programs: 4, unique: 2)
Compiling shader “Pvr_UnitySDK/UnderlayHole” pass “FORWARD” (vp)
Full variant space: 664
After settings filtering: 664
After built-in stripping: 64
After scriptable stripping: 64
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 64 (0.03s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Pvr_UnitySDK/UnderlayHole” pass “FORWARD” (vp)
Full variant space: 188
After settings filtering: 188
After built-in stripping: 52
After scriptable stripping: 52
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 52 (0.02s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Pvr_UnitySDK/UnderlayHole” pass “DEFERRED” (vp)
Full variant space: 76
After settings filtering: 76
After built-in stripping: 24
After scriptable stripping: 24
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 24 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Pvr_UnitySDK/UnderlayHole in 0.00s
gles3 (total internal programs: 140, unique: 140)
Compressed shader ‘Pvr_UnitySDK/UnderlayHole’ on gles3 from 1.16MB to 0.04MB
Compressed shader ‘Pvr_UnitySDK/UnderlayHole’ in 0.01s
Compiling shader “Hidden/Imposter_AlphaCutout” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Imposter_AlphaCutout in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Hidden/Imposter_AlphaToMask” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Imposter_AlphaToMask in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Oculus/OVRMRCameraFrame” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Oculus/OVRMRCameraFrame in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Pvr_UnitySDK/Undistortion” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Pvr_UnitySDK/Undistortion in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “PXR_SDK/PXR_CubemapBlit” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader PXR_SDK/PXR_CubemapBlit in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Pvr_UnitySDK/Fade” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Pvr_UnitySDK/Fade in 0.00s
gles3 (total internal programs: 4, unique: 4)
Compiling shader “Oculus/UnlitTransparent” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Oculus/UnlitTransparent in 0.00s
gles3 (total internal programs: 4, unique: 4)
Compiling shader “PXR/PICO4” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “PXR/PICO4” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader PXR/PICO4 in 0.00s
gles3 (total internal programs: 4, unique: 2)
Compiling shader “Oculus/Cubemap Blit” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Oculus/Cubemap Blit in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “PXR/PICO4_Power” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “PXR/PICO4_Power” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader PXR/PICO4_Power in 0.00s
gles3 (total internal programs: 4, unique: 2)
Compiling shader “PXR_SDK/PXR_Fade” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader PXR_SDK/PXR_Fade in 0.00s
gles3 (total internal programs: 4, unique: 4)
Compiling shader “Hidden/DepthOverwrite” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/DepthOverwrite in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “UI/Default (Overlay)” pass “Default” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader UI/Default (Overlay) in 0.00s
gles3 (total internal programs: 8, unique: 8)
Compiling shader “PXR_SDK/PXR_UnderlayHole” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader PXR_SDK/PXR_UnderlayHole in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Oculus/Texture2D Blit” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Oculus/Texture2D Blit in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Oculus/OVRMRCameraFrameLit” pass “FORWARD” (vp)
Full variant space: 152
After settings filtering: 152
After built-in stripping: 28
After scriptable stripping: 28
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 28 (0.02s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Oculus/OVRMRCameraFrameLit” pass “FORWARD” (vp)
Full variant space: 20
After settings filtering: 20
After built-in stripping: 20
After scriptable stripping: 20
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 20 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Oculus/OVRMRCameraFrameLit in 0.00s
gles3 (total internal programs: 48, unique: 48)
Compiling shader “PXR/Hand” pass “Depth” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “PXR/Hand” pass “BaseColor” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “PXR/Hand” pass “Depth” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “PXR/Hand” pass “Interior” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader PXR/Hand in 0.00s
gles3 (total internal programs: 12, unique: 6)
Compiling shader “Hidden/Imposter_Opaque” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Imposter_Opaque in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “PicovrSDK/Undistortion” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader PicovrSDK/Undistortion in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Oculus/Unlit Transparent Color” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Oculus/Unlit Transparent Color in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “TextMeshPro/Sprite” pass “Default” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader TextMeshPro/Sprite in 0.00s
gles3 (total internal programs: 8, unique: 8)
Compiling shader “Hidden/Imposter_Underlay_AA” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Imposter_Underlay_AA in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Oculus/Underlay Transparent Occluder” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Oculus/Underlay Transparent Occluder” pass “FORWARD” (vp)
Full variant space: 664
After settings filtering: 664
After built-in stripping: 64
After scriptable stripping: 64
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 64 (0.03s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Oculus/Underlay Transparent Occluder” pass “FORWARD” (vp)
Full variant space: 20
After settings filtering: 20
After built-in stripping: 20
After scriptable stripping: 20
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 20 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Oculus/Underlay Transparent Occluder” pass “PREPASS” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Oculus/Underlay Transparent Occluder” pass “PREPASS” (vp)
Full variant space: 304
After settings filtering: 304
After built-in stripping: 48
After scriptable stripping: 48
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 48 (0.02s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Oculus/Underlay Transparent Occluder” pass “DEFERRED” (vp)
Full variant space: 76
After settings filtering: 76
After built-in stripping: 24
After scriptable stripping: 24
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 24 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Oculus/Underlay Transparent Occluder in 0.00s
gles3 (total internal programs: 162, unique: 162)
Compiling shader “Oculus/Underlay Impostor” pass “FORWARD” (vp)
Full variant space: 664
After settings filtering: 664
After built-in stripping: 64
After scriptable stripping: 64
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 64 (0.03s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Oculus/Underlay Impostor” pass “FORWARD” (vp)
Full variant space: 188
After settings filtering: 188
After built-in stripping: 52
After scriptable stripping: 52
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 52 (0.02s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Oculus/Underlay Impostor” pass “DEFERRED” (vp)
Full variant space: 76
After settings filtering: 76
After built-in stripping: 24
After scriptable stripping: 24
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 24 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Oculus/Underlay Impostor in 0.00s
gles3 (total internal programs: 140, unique: 140)
Compressed shader ‘Oculus/Underlay Impostor’ on gles3 from 1.26MB to 0.05MB
Compressed shader ‘Oculus/Underlay Impostor’ in 0.01s
Compiling shader “Hidden/Imposter_Underlay” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Imposter_Underlay in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “PXR/HandRay” pass “Depth” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “PXR/HandRay” pass “Fresnel” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “PXR/HandRay” pass “Depth” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “PXR/HandRay” pass “Fresnel” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader PXR/HandRay in 0.00s
gles3 (total internal programs: 12, unique: 6)
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/FocusArrow” pass “Universal Forward” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 96
After scriptable stripping: 12
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 12 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/FocusArrow” pass “DepthNormalsOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/FocusArrow” pass “DepthNormals” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Shader Graphs/FocusArrow in 0.00s
gles3 (total internal programs: 18, unique: 18)
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/TeleportLine” pass “Universal Forward” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 96
After scriptable stripping: 12
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 12 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/TeleportLine” pass “DepthNormalsOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/TeleportLine” pass “DepthNormals” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Shader Graphs/TeleportLine in 0.00s
gles3 (total internal programs: 18, unique: 18)
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/CupScore” pass “Universal Forward” (vp)
Full variant space: 6291456
After settings filtering: 1024
After built-in stripping: 384
After scriptable stripping: 48
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 48 (0.03s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/CupScore” pass “ShadowCaster” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 0
Processed in 0.00 seconds
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/CupScore” pass “DepthOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/CupScore” pass “DepthNormals” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/CupScore” pass “” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Shader Graphs/CupScore in 0.00s
gles3 (total internal programs: 60, unique: 60)
Compressed shader ‘Shader Graphs/CupScore’ on gles3 from 1.41MB to 0.07MB
Compressed shader ‘Shader Graphs/CupScore’ in 0.01s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/Splash” pass “Universal Forward” (vp)
Full variant space: 6291456
After settings filtering: 1024
After built-in stripping: 192
After scriptable stripping: 24
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 24 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/Splash” pass “ShadowCaster” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/Splash” pass “DepthNormals” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/Splash” pass “” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Shader Graphs/Splash in 0.00s
gles3 (total internal programs: 28, unique: 28)
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/Cup_Glow” pass “Universal Forward” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 96
After scriptable stripping: 12
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 12 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/Cup_Glow” pass “DepthNormalsOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/Cup_Glow” pass “DepthNormals” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Shader Graphs/Cup_Glow in 0.00s
gles3 (total internal programs: 18, unique: 18)
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/LoadingSphere” pass “Universal Forward” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 96
After scriptable stripping: 12
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 12 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/LoadingSphere” pass “DepthNormalsOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/LoadingSphere” pass “DepthNormals” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Shader Graphs/LoadingSphere in 0.00s
gles3 (total internal programs: 18, unique: 18)
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/TeleportPoint” pass “Universal Forward” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 96
After scriptable stripping: 12
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 12 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/TeleportPoint” pass “DepthNormalsOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/TeleportPoint” pass “DepthNormals” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Shader Graphs/TeleportPoint in 0.00s
gles3 (total internal programs: 18, unique: 18)
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/AvatarShaderSSS_UnitySkinning” pass “Universal Forward” (vp)
Full variant space: 6291456
After settings filtering: 1024
After built-in stripping: 192
After scriptable stripping: 24
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 24 (0.02s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/AvatarShaderSSS_UnitySkinning” pass “ShadowCaster” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/AvatarShaderSSS_UnitySkinning” pass “DepthOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/AvatarShaderSSS_UnitySkinning” pass “DepthNormals” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/AvatarShaderSSS_UnitySkinning” pass “” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Shader Graphs/AvatarShaderSSS_UnitySkinning in 0.00s
gles3 (total internal programs: 30, unique: 30)
Shader warning in ‘Shader Graphs/AvatarShaderSSS_UnitySkinning’: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them at Skinning/Avatar/AvatarShader.hlsl(12) (on gles3)
Compiling Subshader: 1, Pass: Universal Forward, Vertex program with DIRLIGHTMAP_COMBINED FOG_EXP2 LIGHTMAP_ON _LIGHT_COOKIES
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: DYNAMICLIGHTMAP_ON FOG_EXP FOG_LINEAR INSTANCING_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _CLUSTERED_RENDERING _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
Compiling shader “Legacy Shaders/Particles/Alpha Blended Premultiply” pass “” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Legacy Shaders/Particles/Alpha Blended Premultiply in 0.00s
gles3 (total internal programs: 4, unique: 4)
Compiling shader “Mobile/Skybox” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Mobile/Skybox” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Mobile/Skybox” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Mobile/Skybox” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Mobile/Skybox” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Mobile/Skybox” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Mobile/Skybox in 0.00s
gles3 (total internal programs: 12, unique: 12)
Compiling shader “Universal Render Pipeline/Particles/Unlit” pass “ForwardLit” (vp)
Full variant space: 96
After settings filtering: 48
After built-in stripping: 32
After scriptable stripping: 16
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 16 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Universal Render Pipeline/Particles/Unlit” pass “DepthOnly” (vp)
Full variant space: 3
After settings filtering: 3
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Serialized binary data for shader Universal Render Pipeline/Particles/Unlit in 0.00s
gles3 (total internal programs: 20, unique: 20)
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Compiling shader “Universal Render Pipeline/Unlit” pass “Unlit” (vp)
Full variant space: 96
After settings filtering: 48
After built-in stripping: 24
After scriptable stripping: 12
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 12 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Universal Render Pipeline/Unlit” pass “DepthOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Universal Render Pipeline/Unlit” pass “DepthNormalsOnly” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 4
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Universal Render Pipeline/Unlit in 0.00s
gles3 (total internal programs: 16, unique: 16)
Compiling shader “TextMeshPro/Distance Field” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader TextMeshPro/Distance Field in 0.00s
gles3 (total internal programs: 8, unique: 8)
Compiling shader “Avatar/CombineMorphTargets_Disabled” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Avatar/CombineMorphTargets_Disabled in 0.00s
gles3 (total internal programs: 8, unique: 8)
Compiling shader “Oculus/Unlit” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Oculus/Unlit in 0.00s
gles3 (total internal programs: 4, unique: 4)
Compiling shader “Avatar/SkinToTexture” pass “” (vp)
Full variant space: 24
After settings filtering: 24
After built-in stripping: 48
After scriptable stripping: 48
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 48 (0.03s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Avatar/SkinToTexture in 0.00s
gles3 (total internal programs: 48, unique: 48)
Compiling shader “TextMeshPro/Mobile/Distance Field” pass “” (vp)
Full variant space: 12
After settings filtering: 12
After built-in stripping: 24
After scriptable stripping: 24
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 24 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader TextMeshPro/Mobile/Distance Field in 0.00s
gles3 (total internal programs: 24, unique: 24)
Request Asset Garbage Collect because used heap size increased from 242.1 MB to 0.53 GB, exceeding the threshold of 256.0 MB.
Unloading 483 Unused Serialized files (Serialized files now loaded: 0)
Unloading 5451 unused Assets / (32.4 MB). Loaded Objects now: 8228.
Memory consumption went from 0.52 GB to 505.0 MB.
Total: 13.419100 ms (FindLiveObjects: 0.634000 ms CreateObjectMapping: 0.367400 ms MarkObjects: 7.508600 ms DeleteObjects: 4.907900 ms)
Compiling shader “Skybox/Procedural” pass “” (vp)
Full variant space: 3
After settings filtering: 3
After built-in stripping: 6
After scriptable stripping: 6
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 6 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Skybox/Procedural in 0.00s
gles3 (total internal programs: 6, unique: 6)
Prepared data for serialisation in 0.00s
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Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/LobbyFloor” pass “Universal Forward” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 96
After scriptable stripping: 12
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 12 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/LobbyFloor” pass “DepthOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/LobbyFloor” pass “DepthNormalsOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/LobbyFloor” pass “ShadowCaster” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/LobbyFloor” pass “DepthNormals” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Shader Graphs/LobbyFloor in 0.00s
gles3 (total internal programs: 20, unique: 20)
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
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Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/Either” pass “Universal Forward” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 96
After scriptable stripping: 12
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 12 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/Either” pass “DepthOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/Either” pass “DepthNormalsOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/Either” pass “ShadowCaster” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.01 seconds
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/Either” pass “DepthNormals” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Shader Graphs/Either in 0.00s
gles3 (total internal programs: 20, unique: 20)
Prepared data for serialisation in 0.00s
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Compiling shader “Shader Graphs/DomeSky” pass “Universal Forward” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 96
After scriptable stripping: 12
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 12 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/DomeSky” pass “DepthOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/DomeSky” pass “DepthNormalsOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/DomeSky” pass “ShadowCaster” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/DomeSky” pass “DepthNormals” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Shader Graphs/DomeSky in 0.00s
gles3 (total internal programs: 20, unique: 20)
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
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Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “Universal Forward” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 96
After scriptable stripping: 12
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 12 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “DepthOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “DepthNormalsOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “ShadowCaster” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections” pass “DepthNormals” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Shader Graphs/BakedLit_Emissive_Reflections in 0.00s
gles3 (total internal programs: 20, unique: 20)
Prepared data for serialisation in 0.00s
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Compiling shader “Shader Graphs/AvatarShaderSSS” pass “Universal Forward” (vp)
Full variant space: 25165824
After settings filtering: 4096
After built-in stripping: 768
After scriptable stripping: 96
Processed in 0.00 seconds
starting compilation…
finished in 0.01 seconds. Local cache hits 96 (0.07s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “ShadowCaster” (vp)
Full variant space: 16
After settings filtering: 16
After built-in stripping: 16
After scriptable stripping: 0
Processed in 0.00 seconds
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “DepthOnly” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “DepthNormals” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/AvatarShaderSSS” pass “” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Shader Graphs/AvatarShaderSSS in 0.00s
gles3 (total internal programs: 120, unique: 120)
Shader warning in ‘Shader Graphs/AvatarShaderSSS’: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them at Skinning/Avatar/AvatarShader.hlsl(12) (on gles3)
Compiling Subshader: 1, Pass: Pass 0, Vertex program with
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK SKINNING_BONE_1 SKINNING_BONE_2 SKINNING_BONE_4 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _CLUSTERED_RENDERING _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
Shader warning in ‘Shader Graphs/AvatarShaderSSS’: ‘multi_compile_local’ : unknown pragma ignored at Skinning/GPUSkinnedMeshRenderer.hlsl(10) (on gles3)
Compiling Subshader: 1, Pass: Pass 0, Vertex program with
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK SKINNING_BONE_1 SKINNING_BONE_2 SKINNING_BONE_4 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _CLUSTERED_RENDERING _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
Shader warning in ‘Shader Graphs/AvatarShaderSSS’: implicit truncation of vector type at Skinning/GPUSkinnedMeshRenderer.hlsl(46) (on gles3)
Compiling Subshader: 1, Pass: Pass 0, Vertex program with SKINNING_BONE_1
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK SKINNING_BONE_2 SKINNING_BONE_4 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _CLUSTERED_RENDERING _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
Shader warning in ‘Shader Graphs/AvatarShaderSSS’: implicit truncation of vector type at Skinning/GPUSkinnedMeshRenderer.hlsl(50) (on gles3)
Compiling Subshader: 1, Pass: Pass 0, Vertex program with SKINNING_BONE_2 STEREO_MULTIVIEW_ON
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK SKINNING_BONE_1 SKINNING_BONE_4 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _CLUSTERED_RENDERING _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
Shader warning in ‘Shader Graphs/AvatarShaderSSS’: implicit truncation of vector type at Skinning/GPUSkinnedMeshRenderer.hlsl(57) (on gles3)
Compiling Subshader: 1, Pass: Pass 0, Vertex program with SKINNING_BONE_4
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK SKINNING_BONE_1 SKINNING_BONE_2 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _CLUSTERED_RENDERING _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
Shader warning in ‘Shader Graphs/AvatarShaderSSS’: implicit truncation of vector type at Skinning/GPUSkinnedMeshRenderer.hlsl(58) (on gles3)
Compiling Subshader: 1, Pass: Pass 0, Vertex program with SKINNING_BONE_4
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK SKINNING_BONE_1 SKINNING_BONE_2 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _CLUSTERED_RENDERING _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
Shader warning in ‘Shader Graphs/AvatarShaderSSS’: implicit truncation of vector type at Skinning/GPUSkinnedMeshRenderer.hlsl(59) (on gles3)
Compiling Subshader: 1, Pass: Pass 0, Vertex program with SKINNING_BONE_4
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK SKINNING_BONE_1 SKINNING_BONE_2 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _CLUSTERED_RENDERING _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
Shader warning in ‘Shader Graphs/AvatarShaderSSS’: implicit truncation of vector type at Skinning/GPUSkinnedMeshRenderer.hlsl(60) (on gles3)
Compiling Subshader: 1, Pass: Pass 0, Vertex program with SKINNING_BONE_4
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK SKINNING_BONE_1 SKINNING_BONE_2 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _CLUSTERED_RENDERING _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
Shader warning in ‘Shader Graphs/AvatarShaderSSS’: implicit truncation of vector type at Skinning/GPUSkinnedMeshRenderer.hlsl(75) (on gles3)
Compiling Subshader: 1, Pass: Pass 0, Vertex program with SKINNING_BONE_1
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK SKINNING_BONE_2 SKINNING_BONE_4 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _CLUSTERED_RENDERING _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
Shader warning in ‘Shader Graphs/AvatarShaderSSS’: implicit truncation of vector type at Skinning/GPUSkinnedMeshRenderer.hlsl(76) (on gles3)
Compiling Subshader: 1, Pass: Pass 0, Vertex program with SKINNING_BONE_1
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK SKINNING_BONE_2 SKINNING_BONE_4 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _CLUSTERED_RENDERING _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
Shader warning in ‘Shader Graphs/AvatarShaderSSS’: implicit truncation of vector type at Skinning/GPUSkinnedMeshRenderer.hlsl(80) (on gles3)
Compiling Subshader: 1, Pass: Pass 0, Vertex program with SKINNING_BONE_2 STEREO_MULTIVIEW_ON
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK SKINNING_BONE_1 SKINNING_BONE_4 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _CLUSTERED_RENDERING _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
Shader warning in ‘Shader Graphs/AvatarShaderSSS’: implicit truncation of vector type at Skinning/GPUSkinnedMeshRenderer.hlsl(81) (on gles3)
Compiling Subshader: 1, Pass: Pass 0, Vertex program with SKINNING_BONE_2 STEREO_MULTIVIEW_ON
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK SKINNING_BONE_1 SKINNING_BONE_4 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _CLUSTERED_RENDERING _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
Shader warning in ‘Shader Graphs/AvatarShaderSSS’: implicit truncation of vector type at Skinning/GPUSkinnedMeshRenderer.hlsl(88) (on gles3)
Compiling Subshader: 1, Pass: Pass 0, Vertex program with SKINNING_BONE_4
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK SKINNING_BONE_1 SKINNING_BONE_2 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _CLUSTERED_RENDERING _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
Shader warning in ‘Shader Graphs/AvatarShaderSSS’: implicit truncation of vector type at Skinning/GPUSkinnedMeshRenderer.hlsl(89) (on gles3)
Compiling Subshader: 1, Pass: Pass 0, Vertex program with SKINNING_BONE_4
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK SKINNING_BONE_1 SKINNING_BONE_2 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _CLUSTERED_RENDERING _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
Shader warning in ‘Shader Graphs/AvatarShaderSSS’: implicit truncation of vector type at Skinning/GPUSkinnedMeshRenderer.hlsl(90) (on gles3)
Compiling Subshader: 1, Pass: Pass 0, Vertex program with SKINNING_BONE_4
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK SKINNING_BONE_1 SKINNING_BONE_2 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _CLUSTERED_RENDERING _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
Shader warning in ‘Shader Graphs/AvatarShaderSSS’: implicit truncation of vector type at Skinning/GPUSkinnedMeshRenderer.hlsl(91) (on gles3)
Compiling Subshader: 1, Pass: Pass 0, Vertex program with SKINNING_BONE_4
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK SKINNING_BONE_1 SKINNING_BONE_2 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _CLUSTERED_RENDERING _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
Shader warning in ‘Shader Graphs/AvatarShaderSSS’: implicit truncation of vector type at Skinning/GPUSkinnedMeshRenderer.hlsl(93) (on gles3)
Compiling Subshader: 1, Pass: Pass 0, Vertex program with SKINNING_BONE_4
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK SKINNING_BONE_1 SKINNING_BONE_2 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _CLUSTERED_RENDERING _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
Shader warning in ‘Shader Graphs/AvatarShaderSSS’: implicit truncation of vector type at Skinning/GPUSkinnedMeshRenderer.hlsl(94) (on gles3)
Compiling Subshader: 1, Pass: Pass 0, Vertex program with SKINNING_BONE_4
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK SKINNING_BONE_1 SKINNING_BONE_2 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _CLUSTERED_RENDERING _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
Shader warning in ‘Shader Graphs/AvatarShaderSSS’: implicit truncation of vector type at Skinning/GPUSkinnedMeshRenderer.hlsl(95) (on gles3)
Compiling Subshader: 1, Pass: Pass 0, Vertex program with SKINNING_BONE_4
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK SKINNING_BONE_1 SKINNING_BONE_2 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _CLUSTERED_RENDERING _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
Shader warning in ‘Shader Graphs/AvatarShaderSSS’: implicit truncation of vector type at Skinning/GPUSkinnedMeshRenderer.hlsl(96) (on gles3)
Compiling Subshader: 1, Pass: Pass 0, Vertex program with SKINNING_BONE_4
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADER_API_GLES30 SHADOWS_SHADOWMASK SKINNING_BONE_1 SKINNING_BONE_2 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _ADDITIONAL_LIGHTS _ADDITIONAL_LIGHTS_VERTEX _CLUSTERED_RENDERING _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
Compressed shader ‘Shader Graphs/AvatarShaderSSS’ on gles3 from 1.83MB to 0.07MB
Compressed shader ‘Shader Graphs/AvatarShaderSSS’ in 0.01s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/TubeScreen” pass “Universal Forward” (vp)
Full variant space: 6291456
After settings filtering: 1024
After built-in stripping: 192
After scriptable stripping: 24
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 24 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/TubeScreen” pass “ShadowCaster” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/TubeScreen” pass “DepthOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/TubeScreen” pass “DepthNormals” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/TubeScreen” pass “” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Shader Graphs/TubeScreen in 0.00s
gles3 (total internal programs: 30, unique: 30)
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “Universal Forward” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 96
After scriptable stripping: 12
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 12 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “DepthOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “DepthNormalsOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “ShadowCaster” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/BakedLit_Emissive_Fresnel” pass “DepthNormals” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Shader Graphs/BakedLit_Emissive_Fresnel in 0.00s
gles3 (total internal programs: 20, unique: 20)
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/LightDustParticles” pass “Universal Forward” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 96
After scriptable stripping: 12
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 12 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/LightDustParticles” pass “DepthNormalsOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/LightDustParticles” pass “DepthNormals” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Shader Graphs/LightDustParticles in 0.00s
gles3 (total internal programs: 18, unique: 18)
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “Universal Forward” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 96
After scriptable stripping: 12
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 12 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “DepthOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “DepthNormalsOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “ShadowCaster” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.01 seconds
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/BakedLit_Emissive” pass “DepthNormals” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Shader Graphs/BakedLit_Emissive in 0.00s
gles3 (total internal programs: 20, unique: 20)
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
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Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/GlowScreen” pass “Universal Forward” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 96
After scriptable stripping: 12
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 12 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/GlowScreen” pass “DepthNormalsOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/GlowScreen” pass “ShadowCaster” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/GlowScreen” pass “DepthNormals” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Shader Graphs/GlowScreen in 0.00s
gles3 (total internal programs: 18, unique: 18)
Compiling shader “Unlit/MiniGameSprite” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Unlit/MiniGameSprite in 0.00s
gles3 (total internal programs: 2, unique: 2)
LightingSettings: switching bake backend from 1 to 2.
Prepared data for serialisation in 0.00s
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Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Compiling shader “Universal Render Pipeline/Baked Lit” pass “BakedLit” (vp)
Full variant space: 128
After settings filtering: 64
After built-in stripping: 24
After scriptable stripping: 12
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 12 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Universal Render Pipeline/Baked Lit” pass “” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Universal Render Pipeline/Baked Lit” pass “DepthNormals” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Universal Render Pipeline/Baked Lit” pass “Universal2D” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Universal Render Pipeline/Baked Lit in 0.00s
gles3 (total internal programs: 18, unique: 18)
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/SuperBasicManualLit_Clip” pass “Universal Forward” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 96
After scriptable stripping: 12
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 12 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/SuperBasicManualLit_Clip” pass “DepthOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/SuperBasicManualLit_Clip” pass “DepthNormalsOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/SuperBasicManualLit_Clip” pass “ShadowCaster” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/SuperBasicManualLit_Clip” pass “DepthNormals” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Shader Graphs/SuperBasicManualLit_Clip in 0.00s
gles3 (total internal programs: 20, unique: 20)
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections_AlphaBlend” pass “Universal Forward” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 96
After scriptable stripping: 12
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 12 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections_AlphaBlend” pass “DepthNormalsOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections_AlphaBlend” pass “ShadowCaster” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/BakedLit_Emissive_Reflections_AlphaBlend” pass “DepthNormals” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Shader Graphs/BakedLit_Emissive_Reflections_AlphaBlend in 0.00s
gles3 (total internal programs: 18, unique: 18)
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/GroundFogBlend” pass “Universal Forward” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 96
After scriptable stripping: 12
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 12 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/GroundFogBlend” pass “DepthNormalsOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/GroundFogBlend” pass “DepthNormals” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Shader Graphs/GroundFogBlend in 0.00s
gles3 (total internal programs: 18, unique: 18)
Shader warning in ‘Shader Graphs/GroundFogBlend’: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them at line 2250 (on gles3)
Compiling Subshader: 1, Pass: Pass 0, Vertex program with STEREO_MULTIVIEW_ON
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: DIRLIGHTMAP_COMBINED FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON LIGHTMAP_ON SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING _SAMPLE_GI
Shader warning in ‘Shader Graphs/GroundFogBlend’: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them at line 2649 (on gles3)
Compiling Subshader: 1, Pass: Pass 1, Vertex program with
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: INSTANCING_ON SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING
Shader warning in ‘Shader Graphs/GroundFogBlend’: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them at line 3809 (on gles3)
Compiling Subshader: 1, Pass: Pass 4, Vertex program with
Platform defines: SHADER_API_MOBILE UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_LIGHTMAP_DLDR_ENCODING UNITY_NO_CUBEMAP_ARRAY UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_RGBM UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF3
Disabled keywords: FOG_EXP FOG_EXP2 FOG_LINEAR INSTANCING_ON SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHTMAP_RGBM_ENCODING UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_PBS_USE_BRDF1 UNITY_PBS_USE_BRDF2 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_VIRTUAL_TEXTURING
Prepared data for serialisation in 0.00s
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Compiling shader “Shader Graphs/SuperBasicManualLit” pass “Universal Forward” (vp)
Full variant space: 256
After settings filtering: 256
After built-in stripping: 96
After scriptable stripping: 12
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 12 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/SuperBasicManualLit” pass “DepthOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Compiling shader “Shader Graphs/SuperBasicManualLit” pass “DepthNormalsOnly” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Compiling shader “Shader Graphs/SuperBasicManualLit” pass “ShadowCaster” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Prepared data for serialisation in 0.00s
Compiling shader “Shader Graphs/SuperBasicManualLit” pass “DepthNormals” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Serialized binary data for shader Shader Graphs/SuperBasicManualLit in 0.00s
gles3 (total internal programs: 20, unique: 20)
Compiling shader “Skybox/6 Sided” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Compiling shader “Skybox/6 Sided” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Skybox/6 Sided” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Skybox/6 Sided” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Compiling shader “Skybox/6 Sided” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Skybox/6 Sided” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Skybox/6 Sided in 0.00s
gles3 (total internal programs: 12, unique: 12)
Compiling shader “Unlit/Transparent Cutout” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Unlit/Transparent Cutout in 0.00s
gles3 (total internal programs: 4, unique: 4)
Compiling shader “Legacy Shaders/VertexLit” pass “” (vp)
Full variant space: 12
After settings filtering: 12
After built-in stripping: 12
After scriptable stripping: 12
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 12 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Legacy Shaders/VertexLit” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Compiling shader “Legacy Shaders/VertexLit” pass “ShadowCaster” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 0
Processed in 0.00 seconds
Prepared data for serialisation in 0.00s
Serialized binary data for shader Legacy Shaders/VertexLit in 0.00s
gles3 (total internal programs: 16, unique: 16)
Compiling shader “Legacy Shaders/Diffuse” pass “FORWARD” (vp)
Full variant space: 664
After settings filtering: 664
After built-in stripping: 64
After scriptable stripping: 64
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 64 (0.02s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Legacy Shaders/Diffuse” pass “FORWARD” (vp)
Full variant space: 20
After settings filtering: 20
After built-in stripping: 20
After scriptable stripping: 20
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 20 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Legacy Shaders/Diffuse” pass “PREPASS” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Legacy Shaders/Diffuse” pass “PREPASS” (vp)
Full variant space: 304
After settings filtering: 304
After built-in stripping: 48
After scriptable stripping: 48
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 48 (0.02s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Compiling shader “Legacy Shaders/Diffuse” pass “DEFERRED” (vp)
Full variant space: 76
After settings filtering: 76
After built-in stripping: 24
After scriptable stripping: 24
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 24 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Legacy Shaders/Diffuse in 0.00s
gles3 (total internal programs: 158, unique: 158)
Compiling shader “Hidden/Internal-StencilWrite” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Internal-StencilWrite in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Hidden/Internal-DepthNormalsTexture” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-DepthNormalsTexture” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
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Compiling shader “Hidden/Internal-DepthNormalsTexture” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-DepthNormalsTexture” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-DepthNormalsTexture” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-DepthNormalsTexture” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-DepthNormalsTexture” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-DepthNormalsTexture” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-DepthNormalsTexture” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-DepthNormalsTexture” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Internal-DepthNormalsTexture in 0.00s
gles3 (total internal programs: 20, unique: 20)
Compiling shader “Hidden/Internal-PrePassLighting” pass “” (vp)
Full variant space: 47
After settings filtering: 47
After built-in stripping: 26
After scriptable stripping: 26
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 26 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-PrePassLighting” pass “” (vp)
Full variant space: 47
After settings filtering: 47
After built-in stripping: 26
After scriptable stripping: 26
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 26 (0.01s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Internal-PrePassLighting in 0.00s
gles3 (total internal programs: 52, unique: 52)
Compiling shader “Hidden/Internal-ScreenSpaceShadows” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-ScreenSpaceShadows” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-ScreenSpaceShadows” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-ScreenSpaceShadows” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Internal-ScreenSpaceShadows in 0.00s
gles3 (total internal programs: 32, unique: 32)
Compiling shader “Hidden/Internal-CombineDepthNormals” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Internal-CombineDepthNormals in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Hidden/BlitCopy” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/BlitCopy in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Hidden/BlitCopyDepth” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/BlitCopyDepth in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Hidden/ConvertTexture” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/ConvertTexture in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Hidden/Internal-DeferredShading” pass “” (vp)
Full variant space: 94
After settings filtering: 94
After built-in stripping: 52
After scriptable stripping: 52
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 52 (0.03s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-DeferredShading” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Internal-DeferredShading in 0.00s
gles3 (total internal programs: 54, unique: 54)
Compiling shader “Hidden/Internal-DeferredReflections” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-DeferredReflections” pass “” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Internal-DeferredReflections in 0.00s
gles3 (total internal programs: 6, unique: 6)
Compiling shader “Hidden/Internal-MotionVectors” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-MotionVectors” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-MotionVectors” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Internal-MotionVectors in 0.00s
gles3 (total internal programs: 6, unique: 6)
Compiling shader “Hidden/Internal-Flare” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Internal-Flare in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Hidden/Internal-Halo” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Internal-Halo in 0.00s
gles3 (total internal programs: 4, unique: 4)
Compiling shader “Hidden/BlitCopyWithDepth” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/BlitCopyWithDepth in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Hidden/BlitToDepth” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/BlitToDepth in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Hidden/BlitToDepth_MSAA” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/BlitToDepth_MSAA in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Hidden/BlitCopyHDRTonemap” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/BlitCopyHDRTonemap in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Hidden/Internal-GUITextureClip” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-GUITextureClip” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Internal-GUITextureClip in 0.00s
gles3 (total internal programs: 4, unique: 2)
Compiling shader “Hidden/Internal-GUITextureClipText” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-GUITextureClipText” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Internal-GUITextureClipText in 0.00s
gles3 (total internal programs: 4, unique: 2)
Compiling shader “Hidden/Internal-GUITexture” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-GUITexture” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Internal-GUITexture in 0.00s
gles3 (total internal programs: 4, unique: 2)
Compiling shader “Hidden/Internal-GUITextureBlit” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-GUITextureBlit” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Internal-GUITextureBlit in 0.00s
gles3 (total internal programs: 4, unique: 2)
Compiling shader “Hidden/Internal-GUIRoundedRect” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-GUIRoundedRect” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Internal-GUIRoundedRect in 0.00s
gles3 (total internal programs: 4, unique: 2)
Compiling shader “Hidden/Internal-GUIRoundedRectWithColorPerBorder” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-GUIRoundedRectWithColorPerBorder” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Internal-GUIRoundedRectWithColorPerBorder in 0.00s
gles3 (total internal programs: 4, unique: 2)
Compiling shader “Hidden/Internal-UIRDefault” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-UIRDefault” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Internal-UIRDefault in 0.00s
gles3 (total internal programs: 4, unique: 3)
Compiling shader “Hidden/Internal-UIRAtlasBlitCopy” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Internal-UIRAtlasBlitCopy in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Hidden/Internal-UIRDefaultWorld” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-UIRDefaultWorld” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Internal-UIRDefaultWorld in 0.00s
gles3 (total internal programs: 4, unique: 3)
Compiling shader “Sprites/Default” pass “” (vp)
Full variant space: 8
After settings filtering: 8
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Sprites/Default in 0.00s
gles3 (total internal programs: 8, unique: 8)
Compiling shader “Sprites/Mask” pass “” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Sprites/Mask in 0.00s
gles3 (total internal programs: 8, unique: 8)
Compiling shader “UI/Default” pass “Default” (vp)
Full variant space: 4
After settings filtering: 4
After built-in stripping: 8
After scriptable stripping: 8
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 8 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader UI/Default in 0.00s
gles3 (total internal programs: 8, unique: 8)
Compiling shader “Hidden/CubeBlur” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/CubeBlur” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/CubeBlur in 0.00s
gles3 (total internal programs: 4, unique: 3)
Compiling shader “Hidden/CubeCopy” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/CubeCopy” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/CubeCopy in 0.00s
gles3 (total internal programs: 4, unique: 2)
Compiling shader “Hidden/CubeBlend” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/CubeBlend” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/CubeBlend in 0.00s
gles3 (total internal programs: 4, unique: 2)
Compiling shader “Hidden/VR/BlitTexArraySlice” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/VR/BlitTexArraySlice in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Hidden/VR/BlitTexArraySliceToDepth” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/VR/BlitTexArraySliceToDepth in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Hidden/VR/BlitTexArraySliceToDepth_MSAA” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/VR/BlitTexArraySliceToDepth_MSAA in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Hidden/Internal-ODSWorldTexture” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-ODSWorldTexture” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-ODSWorldTexture” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-ODSWorldTexture” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-ODSWorldTexture” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-ODSWorldTexture” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-ODSWorldTexture” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-ODSWorldTexture” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.01 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-ODSWorldTexture” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/Internal-ODSWorldTexture” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Internal-ODSWorldTexture in 0.00s
gles3 (total internal programs: 20, unique: 18)
Compiling shader “Hidden/Internal-CubemapToEquirect” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Internal-CubemapToEquirect in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Hidden/VR/BlitFromTex2DToTexArraySlice” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/VR/BlitFromTex2DToTexArraySlice” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/VR/BlitFromTex2DToTexArraySlice in 0.00s
gles3 (total internal programs: 4, unique: 4)
Compiling shader “Hidden/VideoComposite” pass “Default” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/VideoComposite in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Hidden/VideoDecode” pass “YCbCr_To_RGB1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/VideoDecode” pass “YCbCrA_To_RGBAFull” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/VideoDecode” pass “YCbCrA_To_RGBA” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/VideoDecode” pass “Flip_RGBA_To_RGBA” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/VideoDecode” pass “Flip_RGBASplit_To_RGBA” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/VideoDecode” pass “Flip_NV12_To_RGB1” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/VideoDecode” pass “Flip_NV12_To_RGBA” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/VideoDecode” pass “Flip_P010_To_RGB1” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/VideoDecode in 0.00s
gles3 (total internal programs: 30, unique: 30)
Compiling shader “Hidden/VideoDecodeAndroid” pass “RGBAExternal_To_RGBA” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Compiling shader “Hidden/VideoDecodeAndroid” pass “RGBASplitExternal_To_RGBA” (vp)
Full variant space: 2
After settings filtering: 2
After built-in stripping: 4
After scriptable stripping: 4
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 4 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/VideoDecodeAndroid in 0.00s
gles3 (total internal programs: 8, unique: 8)
Compiling shader “Hidden/Compositing” pass “Mix_RGBA_To_RGBA” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/Compositing in 0.00s
gles3 (total internal programs: 2, unique: 2)
Compiling shader “Hidden/TextCore/Distance Field SSD” pass “” (vp)
Full variant space: 1
After settings filtering: 1
After built-in stripping: 2
After scriptable stripping: 2
Processed in 0.00 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 2 (0.00s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants
Prepared data for serialisation in 0.00s
Serialized binary data for shader Hidden/TextCore/Distance Field SSD in 0.00s
gles3 (total internal programs: 2, unique: 2)
Player size statistics
Level 0 ‘Assets/_Game/Scenes/Core.unity’ uses 3185953157.79 GB compressed / 6527502741.90 GB uncompressed.
Level 1 ‘Assets/_Game/Scenes/Shutdown.unity’ uses Unknown compressed / Unknown uncompressed.
Level 2 ‘Assets/_Game/Scenes/Lobby.unity’ uses 3542606916.00 GB compressed / 4094956566.94 GB uncompressed.
Level 3 ‘Assets/_Game/Scenes/Arcade.unity’ uses Unknown compressed / Unknown uncompressed.
Level 4 ‘Assets/_Game/Scenes/Official.unity’ uses 4546300684.84 GB compressed / 936156431.16 GB uncompressed.
Level 5 ‘Assets/_Game/Scenes/Rooftop.unity’ uses Unknown compressed / Unknown uncompressed.
Total compressed size 116.6 MB. Total uncompressed size 253.0 MB.
Player size statistics
Level 0 ‘Assets/_Game/Scenes/Core.unity’ uses 0 B compressed / 0 B uncompressed.
Level 1 ‘Assets/_Game/Scenes/Shutdown.unity’ uses 0 B compressed / 0 B uncompressed.
Level 2 ‘Assets/_Game/Scenes/Lobby.unity’ uses 8.5 MB compressed / 11.8 MB uncompressed.
Level 3 ‘Assets/_Game/Scenes/Arcade.unity’ uses 49.7 MB compressed / 90.5 MB uncompressed.
Level 4 ‘Assets/_Game/Scenes/Official.unity’ uses 16.1 MB compressed / 24.9 MB uncompressed.
Level 5 ‘Assets/_Game/Scenes/Rooftop.unity’ uses 45.3 MB compressed / 68.7 MB uncompressed.
Total compressed size 119.7 MB. Total uncompressed size 195.8 MB.
Compressed texture Logo_36 is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Editor\Src\Commands\IconUtility.cpp line 1011]
Compressed texture Logo_48 is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Editor\Src\Commands\IconUtility.cpp line 1011]
Compressed texture Logo_72 is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Editor\Src\Commands\IconUtility.cpp line 1011]
Compressed texture Logo_96 is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Editor\Src\Commands\IconUtility.cpp line 1011]
Compressed texture Logo_144 is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Editor\Src\Commands\IconUtility.cpp line 1011]
Compressed texture Logo_192 is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Editor\Src\Commands\IconUtility.cpp line 1011]
Compressed texture Logo_36 is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Editor\Src\Commands\IconUtility.cpp line 1011]
Compressed texture Logo_48 is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Editor\Src\Commands\IconUtility.cpp line 1011]
Compressed texture Logo_72 is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Editor\Src\Commands\IconUtility.cpp line 1011]
Compressed texture Logo_96 is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Editor\Src\Commands\IconUtility.cpp line 1011]
Compressed texture Logo_144 is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Editor\Src\Commands\IconUtility.cpp line 1011]
Compressed texture Logo_192 is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Editor\Src\Commands\IconUtility.cpp line 1011]
Compressed texture Logo_81_BG is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Editor\Src\Commands\IconUtility.cpp line 1011]
Compressed texture Logo_81 is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Editor\Src\Commands\IconUtility.cpp line 1011]
Compressed texture Logo_108_BG is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Editor\Src\Commands\IconUtility.cpp line 1011]
Compressed texture Logo_108 is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Editor\Src\Commands\IconUtility.cpp line 1011]
Compressed texture Logo_162_BG is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Editor\Src\Commands\IconUtility.cpp line 1011]
Compressed texture Logo_162 is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Editor\Src\Commands\IconUtility.cpp line 1011]
Compressed texture Logo_216_BG is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Editor\Src\Commands\IconUtility.cpp line 1011]
Compressed texture Logo_216 is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Editor\Src\Commands\IconUtility.cpp line 1011]
Compressed texture Logo_324_BG is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Editor\Src\Commands\IconUtility.cpp line 1011]
Compressed texture Logo_324 is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Editor\Src\Commands\IconUtility.cpp line 1011]
Compressed texture Logo_432_BG is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Editor\Src\Commands\IconUtility.cpp line 1011]
Compressed texture Logo_432 is used as icon. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[C:\build\output\unity\unity\Editor\Src\Commands\IconUtility.cpp line 1011]
Android PostProcess task “Initializing” took 0.3296 ms
Android PostProcess task “Check gradle project collisions” took 0.1813 ms
Android PostProcess task “Preparing banner” took 0.2668 ms
Starting: C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\bee_backend.exe --profile=“Library/Bee/backend_profiler0.traceevents” --stdin-canary --dagfile=“Library/Bee/Player67da1e73.dag” --continue-on-failure Player
WorkingDir: E:/Dev/ForFunLabs/BounceShot_Publish
ExitCode: 4 Duration: 0s45ms
Rebuilding DAG because FileSignature timestamp changed: Library/Bee/Player67da1e73-inputdata.json
*** Tundra requires additional run (0.03 seconds), 0 items updated, 0 evaluated
Starting: C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\Tools\netcorerun\netcorerun.exe “C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\PlaybackEngines\AndroidPlayer\AndroidPlayerBuildProgram.exe” “C:/Program Files/Unity/Hub/Editor/2021.3.18f1/Editor/Data/PlaybackEngines/AndroidPlayer/Bee;C:/Program Files/Unity/Hub/Editor/2021.3.18f1/Editor/Data/Tools/BuildPipeline” “Library/Bee/Player67da1e73.dag.json” “Library/Bee/Player67da1e73-inputdata.json” “Library/Bee/buildprogram0.traceevents”
WorkingDir: E:/Dev/ForFunLabs/BounceShot_Publish
ExitCode: 0 Duration: 0s930ms
Starting: C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\bee_backend.exe --profile=“Library/Bee/backend_profiler1.traceevents” --stdin-canary --dagfile=“Library/Bee/Player67da1e73.dag” --continue-on-failure --dagfilejson=“Library/Bee/Player67da1e73.dag.json” Player
WorkingDir: E:/Dev/ForFunLabs/BounceShot_Publish
ExitCode: 4 Duration: 6s979ms
Finished compiling graph: 1860 nodes, 5361 flattened edges (5354 ToBuild, 8 ToUse), maximum node priority 1456
[ 396/1856 0s] CopyFiles Library/Bee/artifacts/Android/Obb/assets/bin/Data/sharedassets2.resource
[ 398/1856 0s] CopyFiles E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/assets/bin/Data/sharedassets0.resource
[ 399/1856 0s] CopyFiles Library/Bee/artifacts/Android/Obb/assets/bin/Data/sharedassets4.resource
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[ 401/1856 0s] CopyFiles Library/Bee/artifacts/Android/Obb/assets/bin/Data/sharedassets5.resource
[ 402/1856 0s] CopyFiles Library/Bee/artifacts/Android/Obb/assets/bin/Data/data.unity3d
[ 403/1856 0s] CopyFiles E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/assets/bin/Data/data.unity3d
[ 404/1856 0s] GuidGenerator E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/assets/unity_obb_guid
[ 405/1856 0s] CopyFiles Library/Bee/artifacts/Android/Obb/unity_obb_guid
[ 406/1856 0s] Zipping Library/Bee/artifacts/Android/Obb → E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/Android/Prj/IL2CPP/Gradle.main.obb
7-Zip (a) [64] 16.04 ZS : Copyright (c) 1999-2016 Igor Pavlov : 2017-03-20
Scanning the drive:
16 files, 244685435 bytes (234 MiB)
Creating archive: E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/Android/Prj/IL2CPP/Gradle.main.obb
Items to compress: 16
Files read from disk: 16
Archive size: 244688595 bytes (234 MiB)
Everything is Ok
7-Zip (a) [64] 16.04 ZS : Copyright (c) 1999-2016 Igor Pavlov : 2017-03-20
Open archive: E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/Android/Prj/IL2CPP/Gradle.main.obb
–
Path = E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/Android/Prj/IL2CPP/Gradle.main.obb
Type = zip
Physical Size = 244688595
Scanning the drive:
0 files, 0 bytes
Updating archive: E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/Android/Prj/IL2CPP/Gradle.main.obb
Items to compress: 0
Files read from disk: 0
Archive size: 244688595 bytes (234 MiB)
Everything is Ok
[BUSY 6s] UnityLinker E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/artifacts/unitylinker_xy1a.traceevents
[ 407/1856 6s] UnityLinker E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/artifacts/unitylinker_xy1a.traceevents
C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\il2cpp\build\deploy\UnityLinker.exe --search-directory=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed --out=Library/Bee/artifacts/Android/ManagedStripped --include-link-xml=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed\MethodsToPreserve.xml --include-link-xml=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed\TypesInScenes.xml --include-link-xml=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed\SerializedTypes.xml --include-link-xml=E:\Dev\ForFunLabs\BounceShot_Publish\Library\com.unity.services.core\link.xml --include-link-xml=E:/Dev/ForFunLabs/BounceShot_Publish/Assets..\Temp\InputSystemLink.xml --include-link-xml=E:\Dev\ForFunLabs\BounceShot_Publish\Temp\burst.link.xml --include-link-xml=E:\Dev\ForFunLabs\BounceShot_Publish\Assets\Photon\PhotonUnityNetworking\link.xml --include-link-xml=C:/Program Files/Unity/Hub/Editor/2021.3.18f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools/AndroidNativeLink.xml --include-directory=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed --profiler-report --profiler-output-file=E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/artifacts/unitylinker_xy1a.traceevents --dotnetprofile=unityaot-linux --dotnetruntime=Il2Cpp --platform=Android --use-editor-options --enable-engine-module-stripping --engine-modules-asset-file=C:/Program Files/Unity/Hub/Editor/2021.3.18f1/Editor/Data/PlaybackEngines/AndroidPlayer/modules.asset --editor-data-file=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/EditorToUnityLinkerData.json --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/Assembly-CSharp.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/Oculus.Voice.Demo.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/Oculus.AudioManager.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/Oculus.Interaction.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/AssistantCoreSDKRuntime.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/Facebook.Wit.Conduit.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/Facebook.LitJson.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/Oculus.Interaction.OVR.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/Oculus.AvatarSDK2.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/Unity.InputSystem.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/UnityEngine.SpatialTracking.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/Oculus.AvatarSDK2.Example.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/Facebook.WitAI.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/PhotonUnityNetworking.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/Facebook.Wit.Dictation.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/UnityEngine.UI.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/Oculus.VR.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/Unity.XR.Management.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/Facebook.Wit.TTS.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/PhotonVoice.PUN.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/Oculus.Interaction.OVR.Samples.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/Unity.RenderPipelines.Universal.Runtime.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/Oculus.Spatializer.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/PhotonVoice.API.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/Unity.TextMeshPro.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/Unity.XR.Interaction.Toolkit.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/Unity.RenderPipelines.Core.Runtime.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/PhotonRealtime.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/PhotonUnityNetworking.Utilities.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/PhotonVoice.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/Unity.XR.PICO.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/VoiceSDK.Dictation.Runtime.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/Oculus.Platform.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/PhotonUnityNetworking.Demos.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/Facebook.Wit.TTS.Samples.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/Oculus.LipSync.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/VoiceSDK.Runtime.dll --include-unity-root-assembly=E:/Dev/ForFunLabs/BounceShot_Publish/Temp/StagingArea/Data/Managed/Unity.XR.Oculus.dll --print-command-line --enable-analytics
*** Tundra requires additional run (6.96 seconds), 11 items updated, 1856 evaluated
*** Additional run caused by: contents change of Library/Bee/artifacts/Android/ManagedStripped
Starting: C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\Tools\netcorerun\netcorerun.exe “C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\PlaybackEngines\AndroidPlayer\AndroidPlayerBuildProgram.exe” “C:/Program Files/Unity/Hub/Editor/2021.3.18f1/Editor/Data/PlaybackEngines/AndroidPlayer/Bee;C:/Program Files/Unity/Hub/Editor/2021.3.18f1/Editor/Data/Tools/BuildPipeline” “Library/Bee/Player67da1e73.dag.json” “Library/Bee/Player67da1e73-inputdata.json” “Library/Bee/buildprogram1.traceevents”
WorkingDir: E:/Dev/ForFunLabs/BounceShot_Publish
ExitCode: 0 Duration: 0s361ms
Starting: C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\bee_backend.exe --profile=“Library/Bee/backend_profiler2.traceevents” --stdin-canary --dagfile=“Library/Bee/Player67da1e73.dag” --continue-on-failure --dagfilejson=“Library/Bee/Player67da1e73.dag.json” Player
WorkingDir: E:/Dev/ForFunLabs/BounceShot_Publish
ExitCode: 4 Duration: 8s43ms
Finished compiling graph: 1851 nodes, 5332 flattened edges (5325 ToBuild, 8 ToUse), maximum node priority 1449
[ 0s] Delete 26 artifact files that are no longer in use. (like E:\Dev\ForFunLabs\BounceShot_Publish\Library\Bee\Android\Prj\IL2CPP\Il2CppBackup\Managed\UnityEngine.DirectorModule.pdb)
[ 71/1847 0s] WriteResponseFile Library/Bee/artifacts/rsp/6342246378950859694.rsp
[ 404/1847 0s] WriteText Library/Bee/artifacts/csharpactions/LauncherManifestDiag.txt_zvqu.info
[ 537/1847 0s] CopyFiles E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/Android/Prj/IL2CPP/Il2CppBackup/Managed/analytics.json
[ 583/1847 0s] CopyFiles E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/Android/Prj/IL2CPP/Il2CppBackup/Managed/UnityEngine.AnimationModule.pdb
[ 585/1847 0s] CopyFiles E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/Android/Prj/IL2CPP/Il2CppBackup/Managed/UnityEngine.AnimationModule.dll
[ 618/1847 0s] CopyFiles E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/Android/Prj/IL2CPP/Il2CppBackup/Managed/UnityEngine.ParticleSystemModule.pdb
[ 619/1847 0s] CopyFiles E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/Android/Prj/IL2CPP/Il2CppBackup/Managed/UnityEngine.ParticleSystemModule.dll
[ 620/1847 0s] CopyFiles E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/Android/Prj/IL2CPP/Il2CppBackup/Managed/UnityEngine.dll
[ 622/1847 0s] CopyFiles E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/Android/Prj/IL2CPP/Il2CppBackup/Managed/UnityEngine.pdb
[ 625/1847 0s] CopyFiles E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/Android/Prj/IL2CPP/Il2CppBackup/Managed/UnityEngine.CoreModule.dll
[ 626/1847 0s] CopyFiles E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/Android/Prj/IL2CPP/Il2CppBackup/Managed/UnityEngine.CoreModule.pdb
[ 637/1847 0s] CopyFiles E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/Android/Prj/IL2CPP/Il2CppBackup/Managed/UnityEngine.VideoModule.dll
[ 639/1847 0s] CopyFiles E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/Android/Prj/IL2CPP/Il2CppBackup/Managed/UnityEngine.AudioModule.dll
[ 649/1847 0s] CopyFiles E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/Android/Prj/IL2CPP/Il2CppBackup/Managed/UnityEngine.VideoModule.pdb
[ 650/1847 0s] CopyFiles E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/Android/Prj/IL2CPP/Il2CppBackup/Managed/UnityEngine.AudioModule.pdb
[ 668/1847 0s] ExtractUsedFeatures Library/Bee/artifacts/Android/Features/UnityEngine-FeaturesChecked.txt
[ 669/1847 0s] ExtractUsedFeatures Library/Bee/artifacts/Android/Features/UnityEngine.AnimationModule-FeaturesChecked.txt
[ 670/1847 0s] ExtractUsedFeatures Library/Bee/artifacts/Android/Features/UnityEngine.CoreModule-FeaturesChecked.txt
[ 673/1847 0s] CopyFiles E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/Android/Prj/IL2CPP/Il2CppBackup/Managed/UnityLinkerToEditorData.json
[ 685/1847 0s] ExtractUsedFeatures Library/Bee/artifacts/Android/Features/UnityEngine.VideoModule-FeaturesChecked.txt
[ 686/1847 0s] ExtractUsedFeatures Library/Bee/artifacts/Android/Features/UnityEngine.ParticleSystemModule-FeaturesChecked.txt
[ 687/1847 0s] ExtractUsedFeatures Library/Bee/artifacts/Android/Features/UnityEngine.AudioModule-FeaturesChecked.txt
[ 701/1847 0s] Generate Manifests Library/Bee/artifacts/Android/Manifest/LauncherManifestDiag.txt (+3 others)
[ 702/1847 0s] ICallRegistrationGenerator E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/artifacts/Android/il2cppOutput/UnityICallRegistration.cpp
[ 703/1847 0s] Compile UnityICallRegistration Library/Bee/artifacts/Android/libunity/arm64-v8a/UnityICallRegistration.o
[ 704/1847 1s] ClassRegistrationGenerator E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/artifacts/Android/il2cppOutput/UnityClassRegistration.cpp
[ 705/1847 0s] Compile UnityClassRegistration Library/Bee/artifacts/Android/libunity/arm64-v8a/UnityClassRegistration.o
[ 706/1847 4s] Link libunity Library/Bee/artifacts/Android/libunity/arm64-v8a/unstripped/libunity.so
[ 707/1847 0s] Stripping Library/Bee/artifacts/Android/libunity/arm64-v8a/unstripped/libunity.so → Library/Bee/artifacts/Android/libunity/arm64-v8a/stripped/libunity.so Library/Bee/artifacts/Android/libunity/arm64-v8a/stripped/libunity.so
[ 708/1847 0s] Generate Library/Bee/artifacts/Android/libunity/arm64-v8a/libunity.dbg.so from Library/Bee/artifacts/Android/libunity/arm64-v8a/unstripped/libunity.so Library/Bee/artifacts/Android/libunity/arm64-v8a/libunity.dbg.so
[ 709/1847 0s] Generate Library/Bee/artifacts/Android/libunity/arm64-v8a/libunity.sym.so from Library/Bee/artifacts/Android/libunity/arm64-v8a/libunity.dbg.so Library/Bee/artifacts/Android/libunity/arm64-v8a/libunity.sym.so
[ 710/1847 0s] Adding note Library/Bee/artifacts/Android/libunity/arm64-v8a/stripped/libunity.so → E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/jniLibs/arm64-v8a/libunity.so E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/Android/Prj/IL2CPP/Gradle/unityLibrary/src/main/jniLibs/arm64-v8a/libunity.so
[ 711/1847 7s] IL2CPP_CodeGen E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/artifacts/il2cpp_conv_geju.traceevents
C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\il2cpp\build\deploy\il2cpp.exe @Library\Bee\artifacts\rsp\6342246378950859694.rsp
*** Tundra requires additional run (8.02 seconds), 33 items updated, 1847 evaluated
*** Additional run caused by: contents change of E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/artifacts/Android/il2cppOutput/cpp
Starting: C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\Tools\netcorerun\netcorerun.exe “C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\PlaybackEngines\AndroidPlayer\AndroidPlayerBuildProgram.exe” “C:/Program Files/Unity/Hub/Editor/2021.3.18f1/Editor/Data/PlaybackEngines/AndroidPlayer/Bee;C:/Program Files/Unity/Hub/Editor/2021.3.18f1/Editor/Data/Tools/BuildPipeline” “Library/Bee/Player67da1e73.dag.json” “Library/Bee/Player67da1e73-inputdata.json” “Library/Bee/buildprogram2.traceevents”
WorkingDir: E:/Dev/ForFunLabs/BounceShot_Publish
ExitCode: 0 Duration: 0s362ms
Starting: C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\bee_backend.exe --profile=“Library/Bee/backend_profiler3.traceevents” --stdin-canary --dagfile=“Library/Bee/Player67da1e73.dag” --continue-on-failure --dagfilejson=“Library/Bee/Player67da1e73.dag.json” Player
WorkingDir: E:/Dev/ForFunLabs/BounceShot_Publish
ExitCode: 0 Duration: 45s
Finished compiling graph: 1840 nodes, 5299 flattened edges (5292 ToBuild, 8 ToUse), maximum node priority 1438
[ 0s] Delete 28 artifact files that are no longer in use. (like E:\Dev\ForFunLabs\BounceShot_Publish\Library\Bee\Android\Prj\IL2CPP\Il2CppBackup\il2cppOutput\UnityEngine.DirectorModule_CodeGen.c)
[ 404/1836 0s] WriteResponseFile Library/Bee/artifacts/rsp/12438370367218343051.rsp
[ 711/1836 0s] CopyFiles E:/Dev/ForFunLabs/BounceShot_Publish/Library/Bee/Android/Prj/IL2CPP/Il2CppBackup/Managed/icallsummary.txt
[ 739/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/4py1_efinitions.o
[ 743/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/3w7x_efinitions.o
[ 744/1836 3s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/ixxc_icMethods3.o
[ 751/1836 3s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/4ykj_efinitions.o
[ 774/1836 3s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/vv1n_cMethods11.o
[ 778/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/cbx0_stemModule.o
[ 781/1836 3s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/bb2s_Generics94.o
[ 782/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/h6b3_udioModule.o
[ 784/1836 4s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/as91_Generics20.o
[ 791/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/j1zy_tionModule.o
[ 798/1836 4s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/cwwq_icMethods9.o
[ 800/1836 3s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/bk5v_Generics65.o
[ 801/1836 4s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/36cx_cMethods15.o
[ 802/1836 5s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/wyha_Generics73.o
[ 806/1836 5s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/go7n_Generics15.o
[ 808/1836 4s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/d87y_lCallStubs.o
[ 809/1836 5s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/o5c7_Generics11.o
[ 810/1836 5s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/wh6q_enerics101.o
[ 811/1836 6s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/vdxn_Generics1.o
[ 812/1836 6s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/hiyi_cMethods20.o
[ 817/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/84vc_gistration.o
[ 823/1836 6s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/xzg7_Generics89.o
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[ 856/1836 3s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/xypx_Generics96.o
[ 861/1836 3s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/ozix_Generics19.o
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[ 869/1836 3s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/omgl_cMethods16.o
[ 870/1836 3s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/hwr4_Generics16.o
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[ 875/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/309i_ClassTable.o
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[ 880/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/sk26_aluesTable.o
[ 881/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/3tue_pDataTable.o
[ 882/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/w0o9_RgctxTable.o
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[ 884/1836 1s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/6k7p_ethodTable.o
[ 885/1836 3s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/im5e_Generics75.o
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[ 895/1836 3s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/4ge3_Generics62.o
[ 896/1836 2s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/w3l4_cMethods12.o
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[ 922/1836 5s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/bct2_Generics87.o
[ 924/1836 3s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/b222_enerics100.o
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[ 941/1836 4s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/iwzr_Generics39.o
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[ 951/1836 3s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/pwhr_Generics63.o
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[ 961/1836 4s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/bshp_Generics43.o
[ 963/1836 5s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/ckdj_Generics88.o
[ 965/1836 3s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/ox0d_Generics33.o
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[ 982/1836 3s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/38tm_Generics61.o
[ 983/1836 3s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/5fvg_Generics92.o
[ 984/1836 3s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/oqfu_Generics48.o
[ 985/1836 4s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/inwo_Generics68.o
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[ 993/1836 4s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/x61q_Generics74.o
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[1002/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/o007_enerics105.o
[1004/1836 4s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/i2t1_Generics31.o
[1005/1836 3s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/3hxp_Generics32.o
[1007/1836 3s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/v7cq_Generics21.o
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[1043/1836 4s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/32zc_Generics69.o
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[1080/1836 3s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/41gq_Generics99.o
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[1090/1836 4s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/ow93_Generics40.o
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[1100/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/yjr1_es_CodeGen.o
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[1106/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/rsjk_me_CodeGen.o
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[1117/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/842x_ro_CodeGen.o
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[1120/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/x8rc_os_CodeGen.o
[1121/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/onhg_le_CodeGen.o
[1122/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/nz46_ry_CodeGen.o
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[1125/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/ykrb_CO_CodeGen.o
[1128/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/z8fe_3D_CodeGen.o
[1129/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/c9ex_on_CodeGen.o
[1130/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/jcrq_UN_CodeGen.o
[1131/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/6mxu_em_CodeGen.o
[1132/1836 4s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/akx8_Generics42.o
[1133/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/bgf6_ta_CodeGen.o
[1134/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/2cvo_me_CodeGen.o
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[1137/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/5g6b_le_CodeGen.o
[1138/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/jv0i_on_CodeGen.o
[1139/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/rs28_es_CodeGen.o
[1140/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/x0ie_fe_CodeGen.o
[1141/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/bgek_le_CodeGen.o
[1142/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/6tp9_le_CodeGen.o
[1143/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/9vtl_le_CodeGen.o
[1144/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/oss8_ce_CodeGen.o
[1145/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/lp21_st_CodeGen.o
[1146/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/a6px_le_CodeGen.o
[1147/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/rw2r_me_CodeGen.o
[1148/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/vorh_on_CodeGen.o
[1149/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/9vaa_al_CodeGen.o
[1150/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/qtj6_VR_CodeGen.o
[1151/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/dig7_er_CodeGen.o
[1152/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/kmoo_le_CodeGen.o
[1153/1836 5s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/4819_Generics84.o
[1154/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/rcxa_on_CodeGen.o
[1155/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/gqe6_K2_CodeGen.o
[1156/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/mua3_it_CodeGen.o
[1157/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/g5so_PI_CodeGen.o
[1158/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/7t0v_cs_CodeGen.o
[1159/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/5vc9_al_CodeGen.o
[1160/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/vvnu_on_CodeGen.o
[1161/1836 3s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/ile5_Generics82.o
[1162/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/b0yg_it_CodeGen.o
[1163/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/m3a3_ce_CodeGen.o
[1164/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/udfr_le_CodeGen.o
[1165/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/kxml_le_CodeGen.o
[1166/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/0rnz_re_CodeGen.o
[1167/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/p19t_ty_CodeGen.o
[1168/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/qw01_le_CodeGen.o
[1169/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/reqy_em_CodeGen.o
[1170/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/swpw_le_CodeGen.o
[1171/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/qviu_eb_CodeGen.o
[1172/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/edrf_le_CodeGen.o
[1173/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/yj3y_rm_CodeGen.o
[1174/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/0ne1_nt_CodeGen.o
[1175/1836 4s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/q3ay_Generics71.o
[1176/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/u8vi_er_CodeGen.o
[1177/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/rqx9_le_CodeGen.o
[1178/1836 4s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/bjem_Generics72.o
[1179/1836 4s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/3ac6_Generics47.o
[1180/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/txv4_le_CodeGen.o
[1181/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/00tp_le_CodeGen.o
[1182/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/d4r1_le_CodeGen.o
[1183/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/yx7x_AI_CodeGen.o
[1184/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/f43u_UI_CodeGen.o
[1187/1836 0s] C_Android_arm64 Library/Bee/artifacts/Android/d8kzr/ttop_le_CodeGen.o
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*** Tundra build success (45.11 seconds), 528 items updated, 1836 evaluated
OVRGradleGeneration triggered.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object)
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:Log (object)
OVRGradleGeneration:OnPostGenerateGradleAndroidProject (string) (at Assets/Oculus/VR/Editor/OVRGradleGeneration.cs:216)
UnityEditor.Android.AndroidBuildPipelineInterfaces:OnGeneratePlatformProjectPostprocess (string,bool)
UnityEditor.Android.PostProcessor.Tasks.ProcessGenerateProjectCallbacks:Execute (UnityEditor.Android.PostProcessor.PostProcessorContext)
UnityEditor.Android.PostProcessor.PostProcessRunner:RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext)
UnityEditor.Android.PostProcessAndroidPlayer:PostProcess (UnityEditor.Modules.BuildPostProcessArgs,AndroidPlayerBuildProgram.Data.AndroidPlayerBuildProgramOutput)
UnityEditor.Android.AndroidBuildPostprocessor:PostProcess (UnityEditor.Modules.BuildPostProcessArgs,UnityEditor.BuildProperties&)
UnityEditor.PostprocessBuildPlayer:Postprocess (UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,int,string,string,string,int,int,UnityEditor.BuildOptions,UnityEditor.RuntimeClassRegistry,UnityEditor.Build.Reporting.BuildReport)
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
(Filename: Assets/Oculus/VR/Editor/OVRGradleGeneration.cs Line: 216)
QuestFamily = True: Quest = True, Quest2 = True
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object)
UnityEngine.Logger:LogFormat (UnityEngine.LogType,string,object)
UnityEngine.Debug:LogFormat (string,object)
OVRGradleGeneration:OnPostGenerateGradleAndroidProject (string) (at Assets/Oculus/VR/Editor/OVRGradleGeneration.cs:223)
UnityEditor.Android.AndroidBuildPipelineInterfaces:OnGeneratePlatformProjectPostprocess (string,bool)
UnityEditor.Android.PostProcessor.Tasks.ProcessGenerateProjectCallbacks:Execute (UnityEditor.Android.PostProcessor.PostProcessorContext)
UnityEditor.Android.PostProcessor.PostProcessRunner:RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext)
UnityEditor.Android.PostProcessAndroidPlayer:PostProcess (UnityEditor.Modules.BuildPostProcessArgs,AndroidPlayerBuildProgram.Data.AndroidPlayerBuildProgramOutput)
UnityEditor.Android.AndroidBuildPostprocessor:PostProcess (UnityEditor.Modules.BuildPostProcessArgs,UnityEditor.BuildProperties&)
UnityEditor.PostprocessBuildPlayer:Postprocess (UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,int,string,string,string,int,int,UnityEditor.BuildOptions,UnityEditor.RuntimeClassRegistry,UnityEditor.Build.Reporting.BuildReport)
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
(Filename: Assets/Oculus/VR/Editor/OVRGradleGeneration.cs Line: 223)
Android PostProcess task “Calling IPostGenerateGradleAndroidProject callbacks” took 43.5111 ms
Android PostProcess task “Performance Reporting Symbol Upload” took 0.1385 ms
Starting a Gradle Daemon, 1 incompatible Daemon could not be reused, use --status for details
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object)
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:LogError (object)
UnityEditor.Android.GradleInvokationException:ParseAndShowException ()
UnityEditor.Android.PostProcessor.PostProcessRunner:RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext)
UnityEditor.Android.PostProcessAndroidPlayer:PostProcess (UnityEditor.Modules.BuildPostProcessArgs,AndroidPlayerBuildProgram.Data.AndroidPlayerBuildProgramOutput)
UnityEditor.Android.AndroidBuildPostprocessor:PostProcess (UnityEditor.Modules.BuildPostProcessArgs,UnityEditor.BuildProperties&)
UnityEditor.PostprocessBuildPlayer:Postprocess (UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,int,string,string,string,int,int,UnityEditor.BuildOptions,UnityEditor.RuntimeClassRegistry,UnityEditor.Build.Reporting.BuildReport)
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
FAILURE: Build failed with an exception.
- What went wrong:
Could not create service of type FileHasher using .createCachingFileHasher().
Timeout waiting to lock file hash cache (C:\Users\zezba.gradle\caches\6.1.1\fileHashes). It is currently in use by another Gradle instance.
Owner PID: 12304
Our PID: 4836
Owner Operation:
Our operation:
Lock file: C:\Users\zezba.gradle\caches\6.1.1\fileHashes\fileHashes.lock
BUILD FAILED in 1m 1s
Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object)
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:LogError (object)
UnityEditor.Android.GradleInvokationException:ParseAndShowException ()
UnityEditor.Android.PostProcessor.PostProcessRunner:RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext)
UnityEditor.Android.PostProcessAndroidPlayer:PostProcess (UnityEditor.Modules.BuildPostProcessArgs,AndroidPlayerBuildProgram.Data.AndroidPlayerBuildProgramOutput)
UnityEditor.Android.AndroidBuildPostprocessor:PostProcess (UnityEditor.Modules.BuildPostProcessArgs,UnityEditor.BuildProperties&)
UnityEditor.PostprocessBuildPlayer:Postprocess (UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,int,string,string,string,int,int,UnityEditor.BuildOptions,UnityEditor.RuntimeClassRegistry,UnityEditor.Build.Reporting.BuildReport)
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
CommandInvokationFailure: Gradle build failed.
C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK\bin\java.exe -classpath “C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-6.1.1.jar” org.gradle.launcher.GradleMain “-Dorg.gradle.jvmargs=-Xmx4096m” “assembleRelease”
Environment Variables:
PROCESSOR_ARCHITECTURE = AMD64
ANDROID_NDK_ROOT = C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK
FPS_BROWSER_APP_PROFILE_STRING = Internet Explorer
LAUNCH_DARKLY_CLIENT_TOKEN = 60a7e30fafc7e60e33446283
CommonProgramFiles(x86) = C:\Program Files (x86)\Common Files
COMPUTERNAME = I7-12700K
DEBUG_ENV_VAR = UnityHub
LOGONSERVER = \I7-12700K
PUBLIC = C:\Users\Public
ProgramData = C:\ProgramData
SESSIONNAME = Console
SCE_SCREAM_TOOL = C:\Program Files (x86)\SCE\Prospero\Tools\Scream Tool\screamtool_siei
ALLUSERSPROFILE = C:\ProgramData
SystemRoot = C:\WINDOWS
windir = C:\WINDOWS
ProgramFiles(x86) = C:\Program Files (x86)
ProgramW6432 = C:\Program Files
DriverData = C:\Windows\System32\Drivers\DriverData
OS = Windows_NT
PROCESSOR_IDENTIFIER = Intel64 Family 6 Model 151 Stepping 2, GenuineIntel
HEAP_CLIENT_TOKEN_STAGING = 3786794399
HOMEPATH = \Users\zezba
FPS_BROWSER_USER_PROFILE_STRING = Default
CHROME_CRASHPAD_PIPE_NAME = \.\pipe\crashpad_11852_DBDCVMCLWIBZBFQR
PROCESSOR_LEVEL = 6
JAVA_TOOL_OPTIONS = -Dfile.encoding=UTF-8
CommonProgramFiles = C:\Program Files\Common Files
ZES_ENABLE_SYSMAN = 1
SCE_ENABLE_HOST_TOOLS_TELEMETRY = 1
SCE_PROSPERO_SDK_DIR = C:\Program Files (x86)\SCE\Prospero SDKs\7.000
USERDOMAIN_ROAMINGPROFILE = I7-12700K
TEMP = C:\Users\zezba\AppData\Local\Temp
CommonProgramW6432 = C:\Program Files\Common Files
JAVA_HOME = C:\Program Files\Unity\Hub\Editor\2021.3.18f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK
HOMEDRIVE = C:
AMPLITUDE_API_KEY_STAGING = 83ee04fccc67e4fcc7dd527c4c6f1e21
USERNAME = zezba
OneDrive = F:\OneDrive
IGCCSVC_DB = AQAAANCMnd8BFdERjHoAwE/Cl+sBAAAAH3DXCTcGhEmCSBiqT/7aJAQAAAACAAAAAAAQZgAAAAEAACAAAADziWPRVJVSklVV1lAio/6z9c+CwyBxI56rUcEqqvXQogAAAAAOgAAAAAIAACAAAADJai+/kd9tQtLLMxgi49vsLbcNIb6ubAFNa0w9buVGF2AAAADDwlTR7158fpKr8bJDkc91X2ow1059DczU5tUtb88q296KF7POBI05NGZZBiVFajZfFWgL8LCQ68bd54q5ch9jLpYTUB2JGGr24RxAWr0SgMXkLouCyo+HQlTEvcGb6VVAAAAACXXDjT0gixBAoJTtJir4O6ZbpJakn6eiyQLBx8CNg1tejemflgM3aNHbhNoeDsqgEv3Hf1/p2X4YnoQG1Xtkig==
PATHEXT = .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC
SCE_ROOT_DIR = C:\Program Files (x86)\SCE
OculusBase = C:\Program Files\Oculus
NUMBER_OF_PROCESSORS = 20
LAUNCH_DARKLY_CLIENT_TOKEN_STAGING = 60a7e30fafc7e60e33446282
EFC_20800 = 1
SCE_PROSPERO_SAMPLE_DIR = C:\Program Files (x86)\SCE\Prospero SDKs\7.000\target\samples
ProgramFiles = C:\Program Files
SCE_PROSPERO_FSD = P:
ComSpec = C:\WINDOWS\system32\cmd.exe
ORIGINAL_XDG_CURRENT_DESKTOP = undefined
USERDOMAIN = I7-12700K
PROCESSOR_REVISION = 9702
BURST_ANDROID_MIN_API_LEVEL = 22
TMP = C:\Users\zezba\AppData\Local\Temp
SystemDrive = C:
AMPLITUDE_API_KEY = 28f3cae0b33b8b3702120c9ed1a935aa
OneDriveConsumer = F:\OneDrive
SENTRY_ACCESS_TOKEN = 3df78d9e53f8456aa90fbae044ce1a6261421ab1d0014674bc2e933477289017
HEAP_CLIENT_TOKEN = 1717415662
APPDATA = C:\Users\zezba\AppData\Roaming
Path = C:\Program Files (x86)\SCE\Prospero SDKs\7.000\host_tools\bin;C:\Program Files (x86)\SCE\Common\SceVSI-VS17\bin;C:\Program Files (x86)\SCE\Prospero\Tools\Publishing Tools\bin;C:\Program Files (x86)\SCE\Prospero\Tools\Target Manager Server\bin;C:\Program Files (x86)\Common Files\Oracle\Java\javapath;C:\Program Files\Oculus\Support\oculus-runtime;C:\Windows\system32;C:\Windows;C:\Windows\System32\Wbem;C:\Windows\System32\WindowsPowerShell\v1.0;C:\Windows\System32\OpenSSH;C:\Program Files\Microsoft SQL Server\150\Tools\Binn;C:\Program Files\Microsoft SQL Server\Client SDK\ODBC\170\Tools\Binn;C:\Program Files\dotnet;C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\WINDOWS\System32\WindowsPowerShell\v1.0;C:\WINDOWS\System32\OpenSSH;C:\Program Files\Git\cmd;C:\Program Files (x86)\SCE\Prospero\Tools\Razor GPU\bin\CommandTools\bin;C:\Program Files (x86)\SCE\Prospero\Tools\PS4 Razor GPU for Prospero\bin\CommandTools\bin;C:\Users\zezba\AppData\Local\Microsoft\WindowsApps;C:\Users\zezba.dotnet\tools;C:\Program Files\CMake\bin
PSModulePath = C:\Program Files\WindowsPowerShell\Modules;C:\WINDOWS\system32\WindowsPowerShell\v1.0\Modules
LOCALAPPDATA = C:\Users\zezba\AppData\Local
USERPROFILE = C:\Users\zezba
WOOTRIC_CLIENT_TOKEN = NPS-aa8be4c3
stderr[
FAILURE: Build failed with an exception.
- What went wrong:
Could not create service of type FileHasher using .createCachingFileHasher().
Timeout waiting to lock file hash cache (C:\Users\zezba.gradle\caches\6.1.1\fileHashes). It is currently in use by another Gradle instance.
Owner PID: 12304
Our PID: 4836
Owner Operation:
Our operation:
Lock file: C:\Users\zezba.gradle\caches\6.1.1\fileHashes\fileHashes.lock
BUILD FAILED in 1m 1s
Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8
]
stdout[
Starting a Gradle Daemon, 1 incompatible Daemon could not be reused, use --status for details
]
exit code: 1
at UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) [0x00033] in <8b5e5c27dd23466cbbae54c94c729526>:0
at UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) [0x0002d] in <8b5e5c27dd23466cbbae54c94c729526>:0
at UnityEditor.Android.Command.Run (System.String command, System.String args, System.String workingdir, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) [0x0000a] in <8b5e5c27dd23466cbbae54c94c729526>:0
at UnityEditor.Android.AndroidJavaTools.RunJava (System.String args, System.String workingdir, System.Action1[T] progress, System.String error) [0x0001f] in <8b5e5c27dd23466cbbae54c94c729526>:0 at UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, Unity.Android.Gradle.AndroidGradle androidGradle, System.String workingdir, System.String task, System.Action1[T] progress) [0x0002b] in <8b5e5c27dd23466cbbae54c94c729526>:0
Rethrow as GradleInvokationException: Gradle build failed
at UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, Unity.Android.Gradle.AndroidGradle androidGradle, System.String workingdir, System.String task, System.Action`1[T] progress) [0x0004c] in <8b5e5c27dd23466cbbae54c94c729526>:0
at UnityEditor.Android.PostProcessor.Tasks.BuildGradleProject.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) [0x0009b] in <8b5e5c27dd23466cbbae54c94c729526>:0
at UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) [0x00078] in <8b5e5c27dd23466cbbae54c94c729526>:0
Rethrow as BuildFailedException: Exception of type ‘UnityEditor.Build.BuildFailedException’ was thrown.
at UnityEditor.Android.PostProcessor.CancelPostProcess.AbortBuild (System.String title, System.String message, System.Exception ex) [0x00020] in <8b5e5c27dd23466cbbae54c94c729526>:0
at UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) [0x0011a] in <8b5e5c27dd23466cbbae54c94c729526>:0
at UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, AndroidPlayerBuildProgram.Data.AndroidPlayerBuildProgramOutput buildProgramOutput) [0x001a5] in <8b5e5c27dd23466cbbae54c94c729526>:0
at UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) [0x00024] in <8b5e5c27dd23466cbbae54c94c729526>:0
at UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.Int32 subtarget, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) [0x000e5] in <42a64fd733d9417da1ea3a757ad9a96d>:0
UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String, String, String, BuildTargetGroup, BuildTarget, Int32, BuildOptions, String, Boolean)
UnityEditor.DefaultBuildMethods:BuildPlayer(BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods(Boolean, BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons(IBuildWindowExtension, Boolean, Boolean, Boolean, BuildPlatform, IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings()
UnityEditor.BuildPlayerWindow:OnGUI()
UnityEditor.HostView:InvokeOnGUI(Rect)
UnityEditor.DockArea:smile:rawView(Rect)
UnityEditor.DockArea:OldOnGUI()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI(Event, Matrix4x4, Rect, Boolean, Rect, Action, Boolean)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect, Action, Boolean)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Action, Boolean)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Boolean)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw(EventBase, Boolean, Boolean)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI(EventBase, Boolean, Boolean)
UnityEngine.UIElements.IMGUIContainer:HandleEvent(EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase(EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent(EventBase, IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies(EventBase, IPanel, Boolean)
UnityEngine.UIElements.EventDispatcher:ProcessEvent(EventBase, IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue()
UnityEngine.UIElements.EventDispatcher:OpenGate()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose()
UnityEngine.UIElements.EventDispatcher:ProcessEvent(EventBase, IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch(EventBase, IPanel, DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent(EventBase, DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch(BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent(Int32, IntPtr, Boolean&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent(Int32, IntPtr)
UnityEngine.UIElements.<>c:<.cctor>b__1_2(Int32, IntPtr)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
Unloading 597 Unused Serialized files (Serialized files now loaded: 0)
Unloading 810 unused Assets / (8.7 MB). Loaded Objects now: 8255.
Memory consumption went from 288.4 MB to 279.7 MB.
Total: 11.417000 ms (FindLiveObjects: 0.366800 ms CreateObjectMapping: 0.206800 ms MarkObjects: 7.723500 ms DeleteObjects: 3.119000 ms)
Build Finished, Result: Failure.
Unloading 0 Unused Serialized files (Serialized files now loaded: 0)
Loaded scene ‘Temp/__Backupscenes/0.backup’
Deserialize: 0.344 ms
Integration: 201.775 ms
Integration of assets: 0.001 ms
Thread Wait Time: 0.009 ms
Total Operation Time: 202.128 ms
Unloading 0 unused Assets / (0 B). Loaded Objects now: 8209.
Memory consumption went from 264.7 MB to 264.7 MB.
Total: 6.910000 ms (FindLiveObjects: 0.379700 ms CreateObjectMapping: 0.205700 ms MarkObjects: 6.311100 ms DeleteObjects: 0.012600 ms)
Build completed with a result of ‘Failed’ in 170 seconds (169700 ms)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object)
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:LogError (object)
UnityEditor.BuildPlayerWindow/DefaultBuildMethods:BuildPlayer (UnityEditor.BuildPlayerOptions)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
UnityEditor.BuildPlayerWindow+BuildMethodException: 4 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002da] in <42a64fd733d9417da1ea3a757ad9a96d>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <42a64fd733d9417da1ea3a757ad9a96d>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object)
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:LogError (object)
UnityEditor.BuildPlayerWindow:CallBuildMethods (bool,UnityEditor.BuildOptions)
UnityEditor.BuildPlayerWindow:GUIBuildButtons (UnityEditor.Modules.IBuildWindowExtension,bool,bool,bool,UnityEditor.Build.BuildPlatform,UnityEditor.Modules.IBuildPostprocessor)
UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings ()
UnityEditor.BuildPlayerWindow:OnGUI ()
UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
UnityEditor.DockArea:smile:rawView (UnityEngine.Rect)
UnityEditor.DockArea:OldOnGUI ()
UnityEngine.UIElements.IMGUIContainer:smile:oOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,System.Action,bool)
UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:SendEventToIMGUI (UnityEngine.UIElements.EventBase,bool,bool)
UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.CallbackEventHandler:HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy:smile:ispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,bool)
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:ProcessEventQueue ()
UnityEngine.UIElements.EventDispatcher:OpenGate ()
UnityEngine.UIElements.EventDispatcherGate:smile:ispose ()
UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
UnityEngine.UIElements.EventDispatcher:smile:ispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
UnityEngine.UIElements.UIElementsUtility:smile:oDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
[ovrAvatar2 StreamingAssetsPlatformIncluder] Cleaning up Avatar2 streaming assets
UnityEngine.StackTraceUtility:ExtractStackTrace ()
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object)
UnityEngine.Logger:Log (UnityEngine.LogType,object,UnityEngine.Object)
UnityEngine.Debug:Log (object,UnityEngine.Object)
Oculus.Avatar2.OvrAvatarLog:Log (Oculus.Avatar2.OvrAvatarLog/ELogLevel,string,string,UnityEngine.Object) (at Assets/Oculus/Avatar2/Scripts/OvrAvatarLog.cs:114)
Oculus.Avatar2.OvrAvatarLog:LogInfo (string,string,UnityEngine.Object) (at Assets/Oculus/Avatar2/Scripts/OvrAvatarLog.cs:150)
Oculus.Avatar2.StreamingAssetsPlatformIncluder:CleanUpStreamingAssets () (at Assets/Oculus/Avatar2/Editor/Scripts/StreamingAssetsPlatformIncluder.cs:99)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()
(Filename: Assets/Oculus/Avatar2/Scripts/OvrAvatarLog.cs Line: 114)
Registering precompiled user dll’s …
Registered in 0.004595 seconds.
Refreshing native plugins compatible for Editor in 1.20 ms, found 24 plugins.
Preloading 3 native plugins for Editor in 0.07 ms.
Asset Pipeline Refresh: Total: 0.123 seconds - Initiated by RefreshV2(NoUpdateAssetOptions)
[00:00:00] Finished 1 Bake Ambient Probe job (0.00s execute, 0.00s integrate, 0.20s wallclock)