Hey I have that too!
It’s either accessing an address it’s not allowed, or it leads to a StackOverflow at random points.
Keep us updated and if you create a BugReport, post the ID here pls.
Since you and me have this issue just recently, maybe it’s an actual bug?
I’m on 2023.2.14f1, but it also occurred on 2021.3.31f1. (in 36f1 the Editor crashed due to a plugin… 31f1 contains a fix for missing Publish button in VStudio )
I use SDK 10.0.22621.0 (which we should be using according to this site, see bottom quote)
Here is a random StackOverflow happening:
n342va
And a player log, nothing useful in it if you ask me.
[SPOILER=“Logging to Q:/Users/UserMgr0/AppData/Local/Packages/Pecker_c1m3bhrcdy146/TempState/UnityPlayer.log Loading native plugins Loading vcomp140d.dll Failed to load plugin vcomp140d Loading vcomp140.dll Failed to load plugin vcomp140 Loading lib_burst_generated.dll Module information: Built with Compiler Ver ‘193431935’ Built from ‘2023.2/staging’ branch Version is ‘2023.2.14f1 (eeca29774eb5)’ Debug build Application type ‘D3D’ OS ‘Windows 11 (10.0.25398) 64bit’ Found 2 interfaces on host : 0) 192.168.178.132 1) 127.0.0.1 Player connection [4388] Multi-casting “[IP] 192.168.178.132 [Port] 55000 [Flags] 2 [Guid] 2252261363 [EditorId] 0 [Version] 1048832 [Id] UWPPlayerX64(19,XBOX) [Debug] 0 [PackageName] Pecker_c1m3bhrcdy146 [ProjectName] ” to [225.0.0.222:54997]… [Physics::Module] Initialized MultithreadedJobDispatcher with 7 workers. [Subsystems] Discovering subsystems at path D:/DevelopmentFiles/PeckerVS.Debug_x64.Kaifo/Data/UnitySubsystems GfxDevice: creating device client; kGfxThreadingModeThreaded Direct3D: Version: Direct3D 11.0 [level 11.0] Renderer: SraKmd_arden (ID=0xd000) Vendor: Microsoft VRAM: 1280 MB Initialize engine version: 2023.2.14f1 (eeca29774eb5) [AudioManager] InitNormal(tryDeviceDefaults = false, preferredOutputType = FMOD_OUTPUTTYPE_AUTODETECT) attempt with hardAudioDisable: false [AudioManager] Setting output to FMOD_OUTPUTTYPE_AUTODETECT [AudioManager] InitNormal succeeded with output “FMOD_OUTPUTTYPE_WASAPI”. Driver name is “Digital Output (Virtual Audio Device)”. Speaker mode is “FMOD_SPEAKERMODE_STEREO” New input system (experimental) initialized New input device (1): {“interface”:“UWP”,“type”:“Keyboard”,“product”:”“,“manufacturer”:”“,“serial”:”“,“version”:”“} New input device (2): {“interface”:“UWP”,“type”:“Mouse”,“product”:”“,“manufacturer”:”“,“serial”:”“,“version”:”“,“numButtons”:2,“hasVerticalScrollWheel”:true,“hasHorizontalScrollWheel”:false} New input device (3): {“interface”:“XInput”,“type”:”“,“product”:”“,“manufacturer”:”“,“serial”:”“,“version”:”“,“capabilities”:”{"userIndex":0,"type":1,"subType":1,"flags":6,"gamepad":{"buttons":62463,"leftTrigger":255,"rightTrigger":255,"leftStickX":-32768,"leftStickY":32767,"rightStickX":-32768,"rightStickY":32767},"vibration":{"leftMotor":65535,"rightMotor":65535}}“} The following GlobalManagers were stripped from the build (Either because they’re not used or not supported on this platform): ClusterInputManager Begin showing splash screen. Uploaded shader variant to the GPU driver: Hidden/InternalClear, pass: <Unnamed Pass 7>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/InternalClear, pass: <Unnamed Pass 7>, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/Internal-GUITexture, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/Internal-GUITexture, pass: <Unnamed Pass 0>, stage: pixel, keywords Uploaded shader variant to the GPU driver: Sprites/Default, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Sprites/Default, pass: <Unnamed Pass 0>, stage: pixel, keywords Resolution: Switching to 1920 x 1080 Fullscreen: False Resolution: Done. UnloadTime: 26.068855 ms Adding registration method Yarn.Unity.Generated.ActionRegistration.RegisterActions UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Yarn.Unity.Actions:AddRegistrationMethod(Action1) Yarn.Unity.Generated.ActionRegistration:AddRegisterFunction() Adding registration method Yarn.Unity.DefaultActions.RegisterActions UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Yarn.Unity.Actions:AddRegistrationMethod(Action
1) Yarn.Unity.DefaultActions:AddRegisterFunction() End showing splash screen. Setting CoinsChanged Stuff UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CoinValueReader:Start() enabled ? True base? True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:ExitSplitscreenMenu() SplitscreenSelection:Awake() UnityEngine.GameObject:SetActive_Injected(IntPtr, Boolean) UnityEngine.GameObject:SetActive(Boolean) MenuNavigation:Start() I am enabled! CameraRotationCenter_P1 and active True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:ExitSplitscreenMenu() SplitscreenSelection:Awake() UnityEngine.GameObject:SetActive_Injected(IntPtr, Boolean) UnityEngine.GameObject:SetActive(Boolean) MenuNavigation:Start() applyVolumes mVol0.24 as -12.39577 UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) SoundEngine:applyVolumes() SoundEngine:loadVolumes() SoundEngine:Start() enabled ? True base? True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:ExitSplitscreenMenu() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) SplitscreenSelection:getCharacterCount() SplitscreenSelection:Update() I am enabled! Mouse(2) Map: PauseMenu and active True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:ExitSplitscreenMenu() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) SplitscreenSelection:getCharacterCount() SplitscreenSelection:Update() Uploaded shader variant to the GPU driver: Hidden/BlitCopy, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/BlitCopy, pass: <Unnamed Pass 0>, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/VolumeTileGraph, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/VolumeTileGraph, pass: ShadowCaster, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/DialogBackground, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/DialogBackground, pass: ShadowCaster, stage: pixel, keywords _ALPHATEST_ON _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/MainMenuShader, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/MainMenuShader, pass: ShadowCaster, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/LevelLoadingProgressShader, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/LevelLoadingProgressShader, pass: ShadowCaster, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/UiSkinShader, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/UiSkinShader, pass: ShadowCaster, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Compiled compute shader: Internal-Skinning, kernel: main, keywords Compiled compute shader: ComputeGgxIblSampleData, kernel: ComputeGgxIblSampleData, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/PreIntegratedFGD_Ward, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/PreIntegratedFGD_Ward, pass: <Unnamed Pass 0>, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/PreIntegratedFGD_CookTorrance, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/PreIntegratedFGD_CookTorrance, pass: <Unnamed Pass 0>, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/preIntegratedFGD_CharlieFabricLambert, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/preIntegratedFGD_CharlieFabricLambert, pass: <Unnamed Pass 0>, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/preIntegratedFGD_GGXDisneyDiffuse, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/preIntegratedFGD_GGXDisneyDiffuse, pass: <Unnamed Pass 0>, stage: pixel, keywords Compiled compute shader: ClearUIntTextureArray, kernel: ClearUIntTextureArray, keywords Compiled compute shader: ClearUIntTextureArray, kernel: ClearUIntTexture, keywords Compiled compute shader: Exposure, kernel: KFixedExposure, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/HDRISky, pass: FragBaking, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/HDRISky, pass: FragBaking, stage: pixel, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH DISTORTION_PROCEDURAL PUNCTUAL_SHADOW_HIGH USE_FPTL_LIGHTLIST Uploaded shader variant to the GPU driver: Hidden/HDRP/GGXConvolve, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/GGXConvolve, pass: <Unnamed Pass 0>, stage: pixel, keywords Compiled compute shader: AmbientProbeConvolution, kernel: AmbientProbeConvolutionDiffuseVolumetric, keywords Compiled compute shader: GPUCopy, kernel: KSampleCopy4_1_x_8, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/Material/Decal/DecalNormalBuffer, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/Material/Decal/DecalNormalBuffer, pass: <Unnamed Pass 0>, stage: pixel, keywords DECAL_SURFACE_GRADIENT Compiled compute shader: DepthPyramid, kernel: KDepthDownsample8DualUav, keywords Compiled compute shader: ClearLightLists, kernel: ClearList, keywords Compiled compute shader: materialflags, kernel: MaterialFlagsGen, keywords Compiled compute shader: cleardispatchindirect, kernel: ClearDispatchIndirect, keywords Compiled compute shader: builddispatchindirect, kernel: BuildIndirect, keywords Compiled compute shader: GTAO, kernel: GTAOMain, keywords FULL_RES Compiled compute shader: GTAOSpatialDenoise, kernel: SpatialDenoise, keywords Compiled compute shader: VolumeVoxelization, kernel: VolumeVoxelization, keywords Compiled compute shader: GenerateMaxZ, kernel: ComputeMaxZ, keywords Compiled compute shader: GenerateMaxZ, kernel: ComputeFinalMask, keywords Compiled compute shader: GenerateMaxZ, kernel: DilateMask, keywords Compiled compute shader: VolumetricMaterial, kernel: ComputeVolumetricMaterialRenderingParameters, keywords Compiled compute shader: VolumetricLighting, kernel: VolumetricLighting, keywords SUPPORT_LOCAL_LIGHTS Compiled compute shader: VolumetricLightingFiltering, kernel: FilterVolumetricLighting, keywords Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant0, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant1, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant2, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant3, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant4, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant5, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant6, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant7, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant8, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant9, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant10, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant11, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant12, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant13, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant14, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant15, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant16, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant17, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant18, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant19, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant20, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant21, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant22, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant23, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant24, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant25, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant26, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant27, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant28, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON Compiled compute shader: ResolveStencilBuffer, kernel: Main, keywords COARSE_STENCIL Compiled compute shader: SubsurfaceScattering, kernel: SubsurfaceScattering, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/CombineLighting, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/CombineLighting, pass: <Unnamed Pass 0>, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/HDRISky, pass: FragRender, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/Sky/HDRISky, pass: FragRender, stage: pixel, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH DISTORTION_PROCEDURAL PUNCTUAL_SHADOW_HIGH USE_FPTL_LIGHTLIST Uploaded shader variant to the GPU driver: Hidden/HDRP/ClearStencilBuffer, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/ClearStencilBuffer, pass: <Unnamed Pass 0>, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/CopyDepthBuffer, pass: Copy Depth, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/CopyDepthBuffer, pass: Copy Depth, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/OpaqueAtmosphericScattering, pass: Default, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/OpaqueAtmosphericScattering, pass: Default, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: Nearest, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: Nearest, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: Bilinear, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/Blit, pass: Bilinear, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/ColorPyramidPS, pass: <Unnamed Pass 1>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/ColorPyramidPS, pass: <Unnamed Pass 1>, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/UpsampleTransparent, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/UpsampleTransparent, pass: <Unnamed Pass 0>, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/ApplyDistortion, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/ApplyDistortion, pass: <Unnamed Pass 0>, stage: pixel, keywords Uploaded shader variant to the GPU driver: 02_Selection/Fullscreen, pass: Custom Pass 0, stage: vertex, keywords Uploaded shader variant to the GPU driver: 02_Selection/Fullscreen, pass: Custom Pass 0, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Edge detection, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Edge detection, stage: pixel, keywords SMAA_PRESET_HIGH Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Blend Weights Calculation, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Blend Weights Calculation, stage: pixel, keywords SMAA_PRESET_HIGH Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Neighborhood Blending, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/PostProcessing/SubpixelMorphologicalAntialiasing, pass: Neighborhood Blending, stage: pixel, keywords SMAA_PRESET_HIGH Compiled compute shader: BloomPrefilter, kernel: KMain, keywords HIGH_QUALITY Compiled compute shader: BloomBlur, kernel: KMain, keywords Compiled compute shader: BloomBlur, kernel: KDownsample, keywords Compiled compute shader: BloomUpsample, kernel: KMain, keywords HIGH_QUALITY Compiled compute shader: LutBuilder3D, kernel: KBuild, keywords GRADE_IN_ACESCG TONEMAPPING_ACES_APPROX Compiled compute shader: UberPost, kernel: Uber, keywords GAMMA2_OUTPUT VIGNETTE Compiled compute shader: EdgeAdaptiveSpatialUpsampling, kernel: KMain, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/FinalPass, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/FinalPass, pass: <Unnamed Pass 0>, stage: pixel, keywords APPLY_AFTER_POST DITHER RCAS Uploaded shader variant to the GPU driver: Shader Graphs/DialogBackground, pass: ForwardOnly, stage: vertex, keywords _ALPHATEST_ON _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/DialogBackground, pass: ForwardOnly, stage: pixel, keywords _ALPHATEST_ON _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: UI/Default, pass: Default, stage: vertex, keywords Uploaded shader variant to the GPU driver: UI/Default, pass: Default, stage: pixel, keywords Uploaded shader variant to the GPU driver: TextMeshPro/Distance Field, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: TextMeshPro/Distance Field, pass: <Unnamed Pass 0>, stage: pixel, keywords Uploaded shader variant to the GPU driver: TextMeshPro/Sprite, pass: Default, stage: vertex, keywords Uploaded shader variant to the GPU driver: TextMeshPro/Sprite, pass: Default, stage: pixel, keywords Uploaded shader variant to the GPU driver: Shader Graphs/MainMenuShader, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/MainMenuShader, pass: ForwardOnly, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/UiSkinShader, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/UiSkinShader, pass: ForwardOnly, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/VolumeTileGraph, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/VolumeTileGraph, pass: ForwardOnly, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Legacy Shaders/Particles/Alpha Blended Premultiply, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Legacy Shaders/Particles/Alpha Blended Premultiply, pass: <Unnamed Pass 0>, stage: pixel, keywords Uploaded shader variant to the GPU driver: TextMeshPro/Mobile/Distance Field - Masking, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: TextMeshPro/Mobile/Distance Field - Masking, pass: <Unnamed Pass 0>, stage: pixel, keywords Uploaded shader variant to the GPU driver: TextMeshPro/Distance Field, pass: <Unnamed Pass 0>, stage: vertex, keywords UNDERLAY_ON Uploaded shader variant to the GPU driver: TextMeshPro/Distance Field, pass: <Unnamed Pass 0>, stage: pixel, keywords UNDERLAY_ON Uploaded shader variant to the GPU driver: TextMeshPro/Mobile/Distance Field - Masking, pass: <Unnamed Pass 0>, stage: vertex, keywords OUTLINE_ON Uploaded shader variant to the GPU driver: TextMeshPro/Mobile/Distance Field - Masking, pass: <Unnamed Pass 0>, stage: pixel, keywords OUTLINE_ON Uploaded shader variant to the GPU driver: Shader Graphs/LevelLoadingProgressShader, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/LevelLoadingProgressShader, pass: ForwardOnly, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Hidden/HDRP/UI_Compositing, pass: HDRP UI Compositing, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/UI_Compositing, pass: HDRP UI Compositing, stage: pixel, keywords Resolution: Switching to 1920 x 1080 Fullscreen: False Resolution: Done. Compiled compute shader: VolumetricCloudsTrace, kernel: RenderClouds, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: <Unnamed Pass 3>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: <Unnamed Pass 3>, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: <Unnamed Pass 4>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: <Unnamed Pass 4>, stage: pixel, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: <Unnamed Pass 6>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/VolumetricCloudsCombine, pass: <Unnamed Pass 6>, stage: pixel, keywords Input device 3 removed New input device (4): {“interface”:“XInput”,“type”:”“,“product”:”“,“manufacturer”:”“,“serial”:”“,“version”:”“,“capabilities”:”{"userIndex":0,"type":1,"subType":1,"flags":6,"gamepad":{"buttons":62463,"leftTrigger":255,"rightTrigger":255,"leftStickX":-32768,"leftStickY":32767,"rightStickX":-32768,"rightStickY":32767},"vibration":{"leftMotor":65535,"rightMotor":65535}}“} enabled ? True base? True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:ExitSplitscreenMenu() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) SplitscreenSelection:getCharacterCount() SplitscreenSelection:EnterCharacterSelection() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) Tayx.Graphy.CustomizationScene.UpdateTextWithSliderValue:.ctor() MenuNavigation:changeMenu(menus) LevelLoader:loadLevel(String) LoadLevel:executeAction() MenuNavigation:executeAction() MenuNavigation:Update() I am enabled! XInputControllerWindows(4) Map: PauseMenu and active True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:ExitSplitscreenMenu() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) SplitscreenSelection:getCharacterCount() SplitscreenSelection:EnterCharacterSelection() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) Tayx.Graphy.CustomizationScene.UpdateTextWithSliderValue:.ctor() MenuNavigation:changeMenu(menus) LevelLoader:loadLevel(String) LoadLevel:executeAction() MenuNavigation:executeAction() MenuNavigation:Update() enabled ? True base? True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:EnterCharacterSelection() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) Tayx.Graphy.CustomizationScene.UpdateTextWithSliderValue:.ctor() MenuNavigation:changeMenu(menus) LevelLoader:loadLevel(String) LoadLevel:executeAction() MenuNavigation:executeAction() MenuNavigation:Update() I am enabled! XInputControllerWindows(4) Map: PauseMenu and active True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:EnterCharacterSelection() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) Tayx.Graphy.CustomizationScene.UpdateTextWithSliderValue:.ctor() MenuNavigation:changeMenu(menus) LevelLoader:loadLevel(String) LoadLevel:executeAction() MenuNavigation:executeAction() MenuNavigation:Update() enabled ? True base? True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:EnterCharacterSelection() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) SplitscreenSelection:getCharacterCount() SplitscreenSelection:EnterCharacterSelection() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) SplitscreenSelection:getCharacterCount() SplitscreenSelection:Update() I am enabled! XInputControllerWindows(4) Map: PauseMenu and active True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:EnterCharacterSelection() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) SplitscreenSelection:getCharacterCount() SplitscreenSelection:EnterCharacterSelection() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) SplitscreenSelection:getCharacterCount() SplitscreenSelection:Update() enabled ? True base? True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:EnterCharacterSelection() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) SplitscreenSelection:getCharacterCount() SplitscreenSelection:Update() I am enabled! XInputControllerWindows(4) Map: PauseMenu and active True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:EnterCharacterSelection() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) SplitscreenSelection:getCharacterCount() SplitscreenSelection:Update() Uploaded shader variant to the GPU driver: Shader Graphs/SplitscreenTopBackground, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SplitscreenTopBackground, pass: ShadowCaster, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SplitscreenTopBackground, pass: ForwardOnly, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SplitscreenTopBackground, pass: ForwardOnly, stage: pixel, keywords _SURFACE_TYPE_TRANSPARENT enabled ? True base? True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:ExitSplitscreenMenu() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) Tayx.Graphy.CustomizationScene.UpdateTextWithSliderValue:.ctor() MenuNavigation:changeSplitscreenMenu(SplitscreenMenuState) SplitscreenSelection:startGameOrContinue() SplitscreenSelection:Update() I am enabled! XInputControllerWindows(4) Map: SplitscreenSelect and active True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) SplitscreenSelection:ExitSplitscreenMenu() SplitscreenSelection:SplitscreenMenuChanged(SplitscreenMenuState) Tayx.Graphy.CustomizationScene.UpdateTextWithSliderValue:.ctor() MenuNavigation:changeSplitscreenMenu(SplitscreenMenuState) SplitscreenSelection:startGameOrContinue() SplitscreenSelection:Update() Uploaded shader variant to the GPU driver: Shader Graphs/TriplanarGrass7VColor, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/TriplanarGrass7VColor, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SpawnArrow, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SpawnArrow, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/SingleMatTriplanar, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SingleMatTriplanar, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords INSTANCING_ON _DISABLE_SSR_TRANSPARENT _NORMALMAP Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords INSTANCING_ON _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: Shader Graphs/SingleMatTriplanar, pass: DepthOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SingleMatTriplanar, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/TriplanarGrass7VColor, pass: DepthOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/TriplanarGrass7VColor, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: vertex, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _NORMALMAP Uploaded shader variant to the GPU driver: HDRP/Lit, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: Shader Graphs/SingleMatTriplanar, pass: GBuffer, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/SingleMatTriplanar, pass: GBuffer, stage: pixel, keywords DECALS_3RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/TriplanarGrass7VColor, pass: GBuffer, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/TriplanarGrass7VColor, pass: GBuffer, stage: pixel, keywords DECALS_3RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_3RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP Uploaded shader variant to the GPU driver: HDRP/Lit, pass: GBuffer, stage: pixel, keywords DECALS_3RT DECAL_SURFACE_GRADIENT _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: Hidden/ScriptableRenderPipeline/ShadowClear, pass: ClearShadow, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/ScriptableRenderPipeline/ShadowClear, pass: ClearShadow, stage: pixel, keywords Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _DISABLE_SSR_TRANSPARENT _NORMALMAP Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE Uploaded shader variant to the GPU driver: Hidden/HDRP/ScreenSpaceShadows, pass: <Unnamed Pass 0>, stage: vertex, keywords Uploaded shader variant to the GPU driver: Hidden/HDRP/ScreenSpaceShadows, pass: <Unnamed Pass 0>, stage: pixel, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SpawnAfterTime: respawn UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) SpawnAfterTime:Update() respawn player 0 UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LocalCoopManager:respawnPlayers(Boolean) SpawnAfterTime:Update() spawned Player, activating Gameplay mode! UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LocalCoopManager:spawnPlayerHere(Int32, Vector3, Vector3, CustomPlayerInput) LocalCoopManager:addLocalPlayer(Int32, CustomPlayerInput, Boolean) LocalCoopManager:respawnPlayers(Boolean) SpawnAfterTime:Update() enabled ? True base? True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) LocalCoopManager:spawnPlayerHere(Int32, Vector3, Vector3, CustomPlayerInput) LocalCoopManager:addLocalPlayer(Int32, CustomPlayerInput, Boolean) LocalCoopManager:respawnPlayers(Boolean) SpawnAfterTime:Update() I am enabled! XInputControllerWindows(4) Map: PauseMenu and active True UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CustomPlayerInput:SwitchCurrentActionMap(String) LocalCoopManager:spawnPlayerHere(Int32, Vector3, Vector3, CustomPlayerInput) LocalCoopManager:addLocalPlayer(Int32, CustomPlayerInput, Boolean) LocalCoopManager:respawnPlayers(Boolean) SpawnAfterTime:Update() adding player, now adding egg. UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LocalCoopManager:spawnPlayerHere(Int32, Vector3, Vector3, CustomPlayerInput) LocalCoopManager:addLocalPlayer(Int32, CustomPlayerInput, Boolean) LocalCoopManager:respawnPlayers(Boolean) SpawnAfterTime:Update() set player to cam UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LocalCoopManager:spawnPlayerHere(Int32, Vector3, Vector3, CustomPlayerInput) LocalCoopManager:addLocalPlayer(Int32, CustomPlayerInput, Boolean) LocalCoopManager:respawnPlayers(Boolean) SpawnAfterTime:Update() OnPlayerAmountChanged done. UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LocalCoopManager:spawnPlayerHere(Int32, Vector3, Vector3, CustomPlayerInput) LocalCoopManager:addLocalPlayer(Int32, CustomPlayerInput, Boolean) LocalCoopManager:respawnPlayers(Boolean) SpawnAfterTime:Update() about to apply skins UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LocalCoopManager:respawnPlayers(Boolean) SpawnAfterTime:Update() apply Skins done UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LocalCoopManager:respawnPlayers(Boolean) SpawnAfterTime:Update() PeckerPlayerController Start 1 UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PeckerPlayerController:Start() PeckerPlayerController Start 2 UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PeckerPlayerController:Start() PeckerPlayerController Start 3 UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PeckerPlayerController:Start() PeckerPlayerController Start 4 UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PeckerPlayerController:Start() PeckerPlayerController Start 5 UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PeckerPlayerController:Start() PeckerPlayerController Start 6 UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PeckerPlayerController:Start() PeckerPlayerController Start 7 UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PeckerPlayerController:Start() PeckerPlayerController Start 8 UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PeckerPlayerController:Start() PeckerPlayerController Start 9 UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PeckerPlayerController:Start() PeckerPlayerController Start 10 UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PeckerPlayerController:Start() Compiled compute shader: Internal-Skinning, kernel: main, keywords Uploaded shader variant to the GPU driver: Shader Graphs/PeckerEyeShader, pass: ShadowCaster, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/PeckerEyeShader, pass: ShadowCaster, stage: pixel, keywords _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: vertex, keywords _DISABLE_DECALS _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: ShadowCaster, stage: pixel, keywords _DISABLE_DECALS _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/PeckerEyeShader, pass: Forward, stage: vertex, keywords _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: Shader Graphs/PeckerEyeShader, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_3RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: vertex, keywords _DISABLE_DECALS _DISABLE_SSR_TRANSPARENT _SURFACE_TYPE_TRANSPARENT Uploaded shader variant to the GPU driver: HDRP/Lit, pass: Forward, stage: pixel, keywords AREA_SHADOW_MEDIUM DECALS_3RT DECAL_SURFACE_GRADIENT DIRECTIONAL_SHADOW_HIGH PUNCTUAL_SHADOW_HIGH SCREEN_SPACE_SHADOWS_ON USE_CLUSTERED_LIGHTLIST _DISABLE_DECALS _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT SpawnAfterTime: unpause UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) SpawnAfterTime:Update() SpawnAfterTime: applyskins UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) SpawnAfterTime:Update() about to call OnPlayerInputTypeChanged UnityEngine.DebugLogHandler:Internal_Log_Injected(LogType, LogOption, ManagedSpanWrapper&, IntPtr) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[ ]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LocalCoopManager:applySkins() SpawnAfterTime:Update() Uploaded shader variant to the GPU driver: Shader Graphs/PeckerPlayerShader, pass: ShadowCaster, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/PeckerPlayerShader, pass: ShadowCaster, stage: pixel, keywords _DISABLE_DECALS _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION Uploaded shader variant to the GPU driver: Shader Graphs/PeckerPlayerShader, pass: DepthOnly, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/PeckerPlayerShader, pass: DepthOnly, stage: pixel, keywords WRITE_DECAL_BUFFER _DISABLE_DECALS _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION Uploaded shader variant to the GPU driver: Shader Graphs/PeckerPlayerShader, pass: GBuffer, stage: vertex, keywords Uploaded shader variant to the GPU driver: Shader Graphs/PeckerPlayerShader, pass: GBuffer, stage: pixel, keywords DECALS_3RT DECAL_SURFACE_GRADIENT _DISABLE_DECALS _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_SUBSURFACE_SCATTERING _MATERIAL_FEATURE_TRANSMISSION”][/SPOILER]
I also have dmp files:
This one (Pecker.exe.4724.dmp) is Access violation
https://pecker-game.com/files/dmps/Pecker.exe.4724.zip
(1274.138c): Access violation - code c0000005 (first/second chance not available)
c0000005
And this one (Pecker.exe.4656.dmp) is StackOverflow
https://pecker-game.com/files/dmps/Pecker.exe.4656.zip
(1230.14e8): Stack overflow - code c00000fd (first/second chance not available)
c0000005
And I have no idea to debug that, I tried windbg and VStudio, but “newbe_xs.dll” is something in system32, I once found the pdb somewhere, but it’s nothing I could have cause directly. And since the stack is full of that, I can’t see any relation to my code.
I’d be really happy if Unity staff could take a look.