Mono path[0] = '/Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data/Managed' Mono config path = '/Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/MonoBleedingEdge/etc' PlayerConnection initialized from /Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data (debug = 0) PlayerConnection initialized network socket : 0.0.0.0 55338 Multi-casting "[IP] 192.168.0.16 [Port] 55338 [Flags] 2 [Guid] 4215464710 [EditorId] 2002641534 [Version] 1048832 [Id] OSXPlayer(airness.local) [Debug] 0 [PackageName] OSXPlayer [ProjectName] Oxygen Not Included" to [225.0.0.222:54997]... Started listening to [0.0.0.0:55338] PlayerConnection already initialized - listening to [0.0.0.0:55338] Initialize engine version: 2019.4.14f1 (4037e52648cd) [Subsystems] Discovering subsystems at path /Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data/UnitySubsystems GfxDevice: creating device client; threaded=1 2020-11-19 21:56:09.204 OxygenNotIncluded[88994:4011597] Color LCD preferred device: Intel(R) UHD Graphics 617 (low power) 2020-11-19 21:56:09.204 OxygenNotIncluded[88994:4011597] Metal devices available: 1 2020-11-19 21:56:09.204 OxygenNotIncluded[88994:4011597] 0: Intel(R) UHD Graphics 617 (low power) 2020-11-19 21:56:09.205 OxygenNotIncluded[88994:4011597] Using device Intel(R) UHD Graphics 617 (low power) Initializing Metal device caps: Intel(R) UHD Graphics 617 Begin MonoManager ReloadAssembly - Completed reload, in 0.263 seconds Metal RecreateSurface[0x119df6110]: surface size 2880x1800 UnloadTime: 1.288759 ms [20:56:13.693] [1] [INFO] KProfiler: Start [20:56:13.888] [1] [INFO] Applying resolution 1440x900 @60hz (fullscreen: True) [20:56:13.889] [1] [INFO] Low Res Textures? No [20:56:13.894] [1] [INFO] release Build: EX1-441002 [FMOD] SystemI::init : Output requires a sample rate of 16000Hz, resampling will occur. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) FMOD.Studio.System:FMOD_Studio_System_Initialize(IntPtr, Int32, INITFLAGS, INITFLAGS, IntPtr) FMOD.Studio.System:initialize(Int32, INITFLAGS, INITFLAGS, IntPtr) FMODUnity.RuntimeManager:Initialize() FMODUnity.RuntimeManager:get_Instance() FMODUnity.RuntimeManager:get_StudioSystem() KFMOD:Initialize() LaunchInitializer:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [20:56:16.053] [1] [INFO] Expansion1: True [20:56:16.053] [1] [INFO] Loading Expansion1 assets from bundle SYSTEM INFO: Platform=OSXPlayer OSname=Mac OS X 10.15.6 OSversion=19.6.0.0 CPUmodel=MacBookAir8,1 CPUdeviceType=Desktop ProcBits=64 CPUcount=4 CPUtype=Intel(R) Core(TM) i5-8210Y CPU @ 1.60GHz SystemMemoryMegs=16384 GPUgraphicsDeviceID=0 GPUname=Intel(R) UHD Graphics 617 GPUgraphicsDeviceType=Metal GPUgraphicsDeviceVendor=Apple GPUgraphicsDeviceVendorID=0 GPUgraphicsDeviceVersion=Metal GPUmemoryMegs=1536 GPUgraphicsMultiThreaded=True GPUgraphicsShaderLevel=50 GPUmaxTextureSize=16384 GPUnpotSupport=Full GPUsupportedRenderTargetCount=8 GPUsupports2DArrayTextures=True GPUsupports3DTextures=True GPUsupportsComputeShaders=True GPUsupportsImageEffects=True GPUsupportsInstancing=True GPUsupportsRenderToCubemap=True GPUsupportsShadows=True GPUsupportsSparseTextures=False System Language=English [20:56:18.870] [1] [INFO] Initializing at 2020-11-19 20:56:18.869 [20:56:18.870] [1] [INFO] Save path: /Users/nessumo/Library/Application Support/unity.Klei.Oxygen Not Included [20:56:19.715] [1] [INFO] Using builtin mod system. [S_API] SteamAPI_Init(): Loaded '/Users/nessumo/Library/Application Support/Steam/Steam.AppBundle/Steam/Contents/MacOS/steamclient.dylib' OK. Setting breakpad minidump AppID = 457140 Steam_SetMinidumpSteamID: Caching Steam ID: 76561198326997620 [API loaded no] [20:56:19.911] [1] [INFO] Localization.Initialize! [20:56:30.761] [1] [WARNING] Tried loading prefab with duplicate tag, ignoring: HighEnergyParticle Unloading 5 Unused Serialized files (Serialized files now loaded: 1) System memory in use before: 369.1 MB. System memory in use after: 371.6 MB. Unloading 977 unused Assets to reduce memory usage. Loaded Objects now: 49743. Total: 159.664439 ms (FindLiveObjects: 6.519009 ms CreateObjectMapping: 4.600400 ms MarkObjects: 146.364040 ms DeleteObjects: 2.180239 ms) Unloading 3 Unused Serialized files (Serialized files now loaded: 1) UnloadTime: 4.784998 ms System memory in use before: 470.5 MB. System memory in use after: 478.0 MB. Unloading 3 unused Assets to reduce memory usage. Loaded Objects now: 51597. Total: 149.263066 ms (FindLiveObjects: 4.976398 ms CreateObjectMapping: 2.245773 ms MarkObjects: 141.873003 ms DeleteObjects: 0.166894 ms) [20:56:32.387] [1] [INFO] -- MAIN MENU -- [20:56:32.529] [1] [INFO] Checking which steam branch we're on. Got: [] [FMOD] Please add an 'FMOD Studio Listener' component to your a camera in the scene for correct 3D positioning of sounds. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [20:56:32.608] [1] [INFO] Screen resolution updated, saving values to prefs: 1440x900 @ 60, fullscreen: True [20:56:33.011] [1] [INFO] publishing mod MiniBase [20:56:33.125] [1] [INFO] publishing mod Deconstructable POI Props [20:56:33.126] [1] [INFO] Preview image load failed [20:56:33.127] [1] [INFO] publishing mod DGSM - Duplicants Generation Settings Manager // by @Ony 👾 [20:56:33.128] [1] [INFO] Preview image load failed [20:56:33.128] [1] [INFO] publishing mod Skill and Stats progress [20:56:33.129] [1] [INFO] Preview image load failed [20:56:33.130] [1] [INFO] publishing mod 刷新选人(Refresh selection) [20:56:33.130] [1] [INFO] Preview image load failed [20:56:33.131] [1] [INFO] publishing mod Favorite Resources // by @Ony 👾 [20:56:33.131] [1] [INFO] Preview image load failed [20:56:33.131] [1] [INFO] publishing mod Pliers [20:56:33.131] [1] [INFO] Preview image load failed [20:56:33.132] [1] [INFO] publishing mod Mod Manager // by @Ony 👾 [20:56:33.132] [1] [INFO] Preview image load failed [20:56:33.132] [1] [INFO] publishing mod Customizable Speed [20:56:33.132] [1] [INFO] Preview image load failed [20:56:33.133] [1] [INFO] publishing mod Blueprints [20:56:33.133] [1] [INFO] Preview image load failed [20:56:33.133] [1] [INFO] publishing mod Crash Landing [20:56:33.199] [1] [INFO] publishing mod Better Info Cards [20:56:33.199] [1] [INFO] Preview image load failed [20:56:33.199] [1] [INFO] publishing mod Printing Pod Manager [20:56:33.200] [1] [INFO] Preview image load failed [20:56:33.200] [1] [INFO] publishing mod MaterialColor [20:56:33.201] [1] [INFO] Preview image load failed [20:56:33.201] [1] [INFO] publishing mod 100K Challenge [20:56:33.202] [1] [INFO] Preview image load failed [20:56:33.202] [1] [INFO] publishing mod Critter Inventory [20:56:33.202] [1] [INFO] Preview image load failed [20:56:33.202] [1] [INFO] publishing mod Research Queue [20:56:33.203] [1] [INFO] Preview image load failed [20:56:33.241] [1] [INFO] Subscribe to mod MiniBase [20:56:33.244] [1] [INFO] Subscribe to mod Deconstructable POI Props [20:56:33.246] [1] [INFO] Subscribe to mod DGSM - Duplicants Generation Settings Manager // by @Ony 👾 [20:56:33.248] [1] [INFO] Subscribe to mod Skill and Stats progress [20:56:33.250] [1] [INFO] Subscribe to mod 刷新选人(Refresh selection) [20:56:33.252] [1] [INFO] Subscribe to mod Favorite Resources // by @Ony 👾 [20:56:33.254] [1] [INFO] Subscribe to mod Pliers [20:56:33.257] [1] [INFO] Subscribe to mod Mod Manager // by @Ony 👾 [20:56:33.259] [1] [INFO] Subscribe to mod Customizable Speed [20:56:33.262] [1] [INFO] Subscribe to mod Blueprints [20:56:33.264] [1] [INFO] Subscribe to mod Crash Landing [20:56:33.267] [1] [INFO] Subscribe to mod Better Info Cards [20:56:33.269] [1] [INFO] Subscribe to mod Printing Pod Manager [20:56:33.271] [1] [INFO] Subscribe to mod MaterialColor [20:56:33.274] [1] [INFO] Subscribe to mod 100K Challenge [20:56:33.277] [1] [INFO] Subscribe to mod Critter Inventory [20:56:33.279] [1] [INFO] Subscribe to mod Research Queue [20:56:33.321] [1] [INFO] Using local MOTD at version: 13, web version at 7 [20:56:35.363] [1] [INFO] Preview image load failed [20:56:35.363] [1] [INFO] Preview image load failed [20:56:35.364] [1] [INFO] Preview image load failed [20:56:35.365] [1] [INFO] Preview image load failed [20:56:35.365] [1] [INFO] Preview image load failed Unloading 2 Unused Serialized files (Serialized files now loaded: 1) System memory in use before: 0.50 GB. System memory in use after: 0.50 GB. Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 51645. Total: 165.317176 ms (FindLiveObjects: 5.720136 ms CreateObjectMapping: 4.913150 ms MarkObjects: 154.555955 ms DeleteObjects: 0.127042 ms) Unloading 5 Unused Serialized files (Serialized files now loaded: 1) UnloadTime: 5.227968 ms System memory in use before: 0.55 GB. System memory in use after: 0.55 GB. Unloading 165 unused Assets to reduce memory usage. Loaded Objects now: 67380. Total: 251.535875 ms (FindLiveObjects: 6.772669 ms CreateObjectMapping: 5.571463 ms MarkObjects: 238.876712 ms DeleteObjects: 0.313853 ms) [20:56:39.630] [1] [INFO] Loading save file: /Users/nessumo/Library/Application Support/unity.Klei.Oxygen Not Included/save_files/Alpha-4/Alpha-4.sav headerVersion:1, buildVersion:441002, headerSize:318, IsCompressed:True [20:56:39.632] [1] [INFO] GameInfo loaded from save header: numberOfCycles:0, numberOfDuplicants:3, baseName:Alpha-4, isAutoSave:False, originalSaveName:Alpha-4.sav, clusterId:clusters/SwampStartCluster, worldTraits:none, colonyGuid:0ad00bb6-4263-4593-9e02-6ef2d7afcce4, saveVersion:7.22 [20:56:41.175] [1] [INFO] World settings reload complete! THREAD - started 'SimThread' (0x700004f63000) [20:56:41.514] [1] [INFO] copying image FrozenWastes type DXT1 size 2048x2048 [20:56:41.672] [1] [INFO] copying image CrystalCaverns type DXT1 size 2048x2048 [20:56:41.831] [1] [INFO] copying image BoggyMarsh type DXT1 size 2048x2048 [20:56:41.979] [1] [INFO] copying image Sandstone type DXT1 size 2048x2048 [20:56:42.090] [1] [INFO] copying image ToxicJungle type DXT1 size 2048x2048 [20:56:42.226] [1] [INFO] copying image MagmaCore type DXT1 size 2048x2048 [20:56:42.322] [1] [INFO] copying image OilField type DXT1 size 2048x2048 [20:56:42.457] [1] [INFO] copying image Space type DXT1 size 2048x2048 [20:56:42.554] [1] [INFO] copying image Ocean type DXT1 size 2048x2048 [20:56:42.685] [1] [INFO] copying image Rust type DXT1 size 2048x2048 [20:56:42.782] [1] [INFO] copying image Forest type DXT1 size 2048x2048 [20:56:42.909] [1] [INFO] copying image Radioactive type DXT1 size 2048x2048 [20:56:43.003] [1] [INFO] copying image Swamp type DXT1 size 2048x2048 [20:56:43.142] [1] [INFO] copying image Wasteland type DXT1 size 2048x2048 [20:56:43.241] [1] [INFO] copying image RocketInterior type DXT1 size 2048x2048 [20:56:43.693] [1] [INFO] 33.85433 Level Loaded.... backend Shader warmup: 69 shaders 222 combinations 0.569s [20:56:47.030] [1] [INFO] Custom Settings: ClusterLayout=clusters/SwampStartCluster,World=worlds/SwampMoonlet,WorldgenSeed=1339209491,ImmuneSystem=Default,CalorieBurn=Default,Morale=Default,Stress=Default,StressBreaks=Default,CarePackages=Enabled,SandboxMode=Disabled,FastWorkersMode=Disabled, [20:56:47.037] [1] [INFO] Loaded [/Users/nessumo/Library/Application Support/unity.Klei.Oxygen Not Included/save_files/Alpha-4/Alpha-4.sav] [20:56:47.037] [1] [INFO] World Seeds [1339209496/1339209496/1339209496/1339209496] [20:56:47.089] [1] [INFO] -- GAME -- Unloading 1 Unused Serialized files (Serialized files now loaded: 1) [20:56:47.460] [1] [WARNING] Missing codex biome icon: biomeIconWasteland [20:56:47.460] [1] [WARNING] Missing codex biome icon: biomeIconNiobium [20:56:48.886] [1] [INFO] Checking which steam branch we're on. Got: [] [20:56:50.648] [1] [WARNING] missing 'ui' anim in 'artifacts_kanim (KAnimFile)' [20:56:51.851] [1] [WARNING] Trying to stop a song that isn't playing: Music_Starmap [20:56:52.518] [1] [INFO] Screen resolution updated, saving values to prefs: 1440x900 @ 60, fullscreen: True System memory in use before: 0.87 GB. System memory in use after: 0.88 GB. Unloading 6 unused Assets to reduce memory usage. Loaded Objects now: 131011. Total: 617.910918 ms (FindLiveObjects: 29.205285 ms CreateObjectMapping: 12.395250 ms MarkObjects: 575.892217 ms DeleteObjects: 0.416908 ms) Unloading 2 Unused Serialized files (Serialized files now loaded: 1) System memory in use before: 0.84 GB. System memory in use after: 0.85 GB. Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 130852. Total: 952.427774 ms (FindLiveObjects: 13.327440 ms CreateObjectMapping: 11.748047 ms MarkObjects: 926.936340 ms DeleteObjects: 0.414912 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 1) System memory in use before: 0.84 GB. System memory in use after: 0.85 GB. Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 130852. Total: 665.470487 ms (FindLiveObjects: 16.609536 ms CreateObjectMapping: 15.718129 ms MarkObjects: 632.853112 ms DeleteObjects: 0.288215 ms) Unloading 3 Unused Serialized files (Serialized files now loaded: 1) [20:58:33.563] [1] [WARNING] Failed to Unsubscribe event handler: Game+<>c.Void <.cctor>b__216_0(Game, System.Object) Not subscribed to event UnloadTime: 219.729564 ms System memory in use before: 0.81 GB. System memory in use after: 0.79 GB. Unloading 8501 unused Assets to reduce memory usage. Loaded Objects now: 60883. Total: 349.489538 ms (FindLiveObjects: 14.261548 ms CreateObjectMapping: 8.068300 ms MarkObjects: 316.647471 ms DeleteObjects: 10.510983 ms) [20:58:34.284] [1] [INFO] -- MAIN MENU -- [20:58:34.417] [1] [INFO] Checking which steam branch we're on. Got: [] [20:58:34.423] [1] [INFO] Screen resolution updated, saving values to prefs: 1440x900 @ 60, fullscreen: True [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [20:58:34.494] [1] [INFO] Using local MOTD at version: 13, web version at 7 [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [20:59:25.420] [1] [INFO] World Settings cleared! [20:59:26.638] [1] [INFO] World settings reload complete! [20:59:26.655] [1] [INFO] World Settings cleared! [20:59:27.749] [1] [INFO] World settings reload complete! [20:59:27.751] [1] [INFO] Set worldgen seed to 1049876176 [20:59:27.755] [1] [INFO] Set worldgen seed to 1049876176 [20:59:32.897] [1] [INFO] Generating a world without traits. Either this world has traits disabled or none were specified. [20:59:33.080] [1] [INFO] Set world to [worlds/SwampMoonlet] /Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data/StreamingAssets/worldgen/ [20:59:33.085] [1] [INFO] Generating a world without traits. Either this world has traits disabled or none were specified. [20:59:33.153] [1] [INFO] Set world to [worlds/MetalHeavyLandingSite] /Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data/StreamingAssets/worldgen/ [20:59:33.154] [1] [INFO] Generating a world without traits. Either this world has traits disabled or none were specified. [20:59:33.225] [1] [INFO] Set world to [worlds/OilRichWarpTarget] /Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data/StreamingAssets/worldgen/ [20:59:33.225] [1] [INFO] Generating a world without traits. Either this world has traits disabled or none were specified. [20:59:33.295] [1] [INFO] Set world to [worlds/TundraMoonlet] /Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data/StreamingAssets/worldgen/ [20:59:33.295] [1] [INFO] Generating a world without traits. Either this world has traits disabled or none were specified. [20:59:33.366] [1] [INFO] Set world to [worlds/MarshyMoonlet] /Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data/StreamingAssets/worldgen/ [20:59:33.366] [1] [INFO] Generating a world without traits. Either this world has traits disabled or none were specified. [20:59:33.437] [1] [INFO] Set world to [worlds/NiobiumMoonlet] /Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data/StreamingAssets/worldgen/ [20:59:33.438] [1] [INFO] World seeds: [1611352953/1611352953/1611352953/1611352953] Seeds are [1611352953/1611352953/1611352953/1611352953] [20:59:33.439] [1] [INFO] World seeds: [1611352954/1611352954/1611352954/1611352954] Seeds are [1611352954/1611352954/1611352954/1611352954] [20:59:33.439] [1] [INFO] World seeds: [1611352955/1611352955/1611352955/1611352955] Seeds are [1611352955/1611352955/1611352955/1611352955] [20:59:33.439] [1] [INFO] World seeds: [1611352956/1611352956/1611352956/1611352956] Seeds are [1611352956/1611352956/1611352956/1611352956] [20:59:33.439] [1] [INFO] World seeds: [1611352957/1611352957/1611352957/1611352957] Seeds are [1611352957/1611352957/1611352957/1611352957] [20:59:33.439] [1] [INFO] World seeds: [1611352958/1611352958/1611352958/1611352958] Seeds are [1611352958/1611352958/1611352958/1611352958] [20:59:33.604] [10] [INFO] World 'STRINGS.WORLDS.SWAMPMOONLET.NAME' is overriding setting 'OverworldDensityMin' [20:59:33.604] [10] [INFO] World 'STRINGS.WORLDS.SWAMPMOONLET.NAME' is overriding setting 'OverworldDensityMax' [20:59:33.605] [10] [INFO] Generating overworld points using PoissonDisk, density 18 [20:59:33.605] [10] [INFO] Start node position is (80.0, 112.0) [20:59:33.613] [10] [INFO] -> Generated 43 points [20:59:38.435] [10] [INFO] Spawned a poi/poi_warp_sender in cell 102 [20:59:38.688] [10] [INFO] Spawned a poi/poi_warp_teleporter in cell 143 [20:59:38.891] [10] [INFO] Spawned a poi/poi_warp_receiver in cell 157 [20:59:41.653] [10] [INFO] World 'STRINGS.WORLDS.SWAMPMOONLET.NAME' is overriding startingWorldElements THREAD - started 'SimThread' (0x700003a31000) [20:59:45.146] [10] [INFO] World 'STRINGS.WORLDS.IDEALLANDINGSITE.NAME' is overriding setting 'OverworldDensityMin' [20:59:45.146] [10] [INFO] World 'STRINGS.WORLDS.IDEALLANDINGSITE.NAME' is overriding setting 'OverworldDensityMax' [20:59:45.146] [10] [INFO] World 'STRINGS.WORLDS.IDEALLANDINGSITE.NAME' is overriding setting 'OverworldAvoidRadius' [20:59:45.146] [10] [INFO] World 'STRINGS.WORLDS.IDEALLANDINGSITE.NAME' is overriding setting 'OverworldSampleBehaviour' [20:59:45.146] [10] [INFO] Generating overworld points using PoissonDisk, density 18 [20:59:45.146] [10] [INFO] Start node position is (58.0, 96.4) [20:59:45.146] [10] [INFO] -> Generated 36 points [20:59:46.441] [10] [INFO] World 'STRINGS.WORLDS.IDEALLANDINGSITE.NAME' is overriding setting 'DrawWorldBorder' [20:59:46.441] [10] [INFO] World 'STRINGS.WORLDS.IDEALLANDINGSITE.NAME' is overriding setting 'DrawWorldBorderOverVacuum' [20:59:46.441] [10] [INFO] World 'STRINGS.WORLDS.IDEALLANDINGSITE.NAME' is overriding setting 'WorldBorderThickness' [20:59:46.441] [10] [INFO] World 'STRINGS.WORLDS.IDEALLANDINGSITE.NAME' is overriding setting 'WorldBorderRange' [20:59:46.620] [10] [INFO] Spawned a poi/poi_molten_gold_volcano in cell 9 [20:59:46.667] [10] [INFO] Spawned a poi/poi_molten_aluminum_volcano in cell 69 [20:59:46.668] [10] [INFO] Spawned a poi/poi_molten_gold_volcano in cell 77 [20:59:46.670] [10] [INFO] Spawned a poi/poi_molten_aluminum_volcano in cell 74 [20:59:46.767] [10] [INFO] Spawned a poi/boon_well in cell 13 [20:59:46.868] [10] [INFO] Spawned a poi/boon_kitchen in cell 22 THREAD - started 'SimThread' (0x700003a31000) [20:59:50.562] [10] [INFO] World 'STRINGS.WORLDS.STRANGERICHSANDSTONE.NAME' is overriding setting 'OverworldDensityMin' [20:59:50.563] [10] [INFO] World 'STRINGS.WORLDS.STRANGERICHSANDSTONE.NAME' is overriding setting 'OverworldDensityMax' [20:59:50.563] [10] [INFO] World 'STRINGS.WORLDS.STRANGERICHSANDSTONE.NAME' is overriding setting 'OverworldAvoidRadius' [20:59:50.563] [10] [INFO] World 'STRINGS.WORLDS.STRANGERICHSANDSTONE.NAME' is overriding setting 'OverworldSampleBehaviour' [20:59:50.563] [10] [INFO] Generating overworld points using PoissonDisk, density 18 [20:59:50.563] [10] [INFO] Start node position is (50.4, 88.8) [20:59:50.563] [10] [INFO] -> Generated 32 points [20:59:53.276] [10] [INFO] World 'STRINGS.WORLDS.STRANGERICHSANDSTONE.NAME' is overriding setting 'DrawWorldBorder' [20:59:53.277] [10] [INFO] World 'STRINGS.WORLDS.STRANGERICHSANDSTONE.NAME' is overriding setting 'DrawWorldBorderOverVacuum' [20:59:53.277] [10] [INFO] World 'STRINGS.WORLDS.STRANGERICHSANDSTONE.NAME' is overriding setting 'WorldBorderThickness' [20:59:53.277] [10] [INFO] World 'STRINGS.WORLDS.STRANGERICHSANDSTONE.NAME' is overriding setting 'WorldBorderRange' [20:59:54.774] [10] [INFO] Spawned a poi/poi_warp_sender in cell 52 [20:59:54.776] [10] [INFO] Spawned a poi/poi_warp_receiver in cell 113 [20:59:55.120] [10] [INFO] Spawned a poi/poi_oilpockets_geyser_e in cell 77 [20:59:55.381] [10] [INFO] Spawned a poi/poi_oilpockets_geyser_a in cell 23 [20:59:56.090] [10] [INFO] Spawned a poi/poi_oilpockets_geyser_d in cell 125 [20:59:56.485] [10] [WARNING] Could not place poi/poi_oilpockets_geyser_c using normal rules, trying relaxed [20:59:56.500] [10] [ERROR] Could not place template poi/poi_oilpockets_geyser_c, but it's supposed to be guaranteed. Could not place template poi/poi_oilpockets_geyser_c, but it's supposed to be guaranteed. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Debug:LogError(Object) ProcGenGame.TemplateSpawning:SpawnTemplatesFromFeatureRules(WorldGenSettings, List`1, SeededRandom, List`1&, List`1&, OfflineCallbackFunction) ProcGenGame.TemplateSpawning:DetermineTemplatesForWorld(WorldGenSettings, List`1, SeededRandom, List`1&, OfflineCallbackFunction) ProcGenGame.WorldGen:RenderOffline(Boolean, Cell[]&, DiseaseCell[]&, Int32, Boolean) ProcGenGame.Cluster:BeginGeneration() ProcGenGame.Cluster:ThreadMain() System.Threading.ThreadHelper:ThreadStart_Context(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) System.Threading.ThreadHelper:ThreadStart() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [20:59:57.147] [10] [INFO] Spawned a poi/boon_bedroom in cell 69 [20:59:57.978] [10] [INFO] Spawned a poi/boon_power in cell 89 [20:59:58.684] [10] [INFO] Spawned a poi/boon_farm in cell 132 [20:59:58.685] [10] [INFO] Spawned a poi/boon_well in cell 61 THREAD - started 'SimThread' (0x700004f63000) [21:00:05.969] [10] [INFO] World 'STRINGS.WORLDS.TUNDRAMOONLET.NAME' is overriding setting 'OverworldDensityMin' [21:00:05.969] [10] [INFO] World 'STRINGS.WORLDS.TUNDRAMOONLET.NAME' is overriding setting 'OverworldDensityMax' [21:00:05.969] [10] [INFO] World 'STRINGS.WORLDS.TUNDRAMOONLET.NAME' is overriding setting 'OverworldAvoidRadius' [21:00:05.969] [10] [INFO] World 'STRINGS.WORLDS.TUNDRAMOONLET.NAME' is overriding setting 'OverworldSampleBehaviour' [21:00:05.969] [10] [INFO] Generating overworld points using PoissonDisk, density 15 [21:00:05.970] [10] [INFO] -> Generated 25 points [21:00:06.363] [10] [INFO] World does not have a starting subworld specified [21:00:06.786] [10] [INFO] World 'STRINGS.WORLDS.TUNDRAMOONLET.NAME' is overriding setting 'DrawWorldBorder' [21:00:06.786] [10] [INFO] World 'STRINGS.WORLDS.TUNDRAMOONLET.NAME' is overriding setting 'DrawWorldBorderOverVacuum' [21:00:06.786] [10] [INFO] World 'STRINGS.WORLDS.TUNDRAMOONLET.NAME' is overriding setting 'WorldBorderThickness' [21:00:06.786] [10] [INFO] World 'STRINGS.WORLDS.TUNDRAMOONLET.NAME' is overriding setting 'WorldBorderRange' [21:00:06.786] [10] [INFO] World does not have a starting subworld specified [21:00:07.116] [10] [INFO] Spawned a poi/poi_frozen_iron_geyser_3 in cell 24 [21:00:07.268] [10] [INFO] Spawned a poi/poi_frozen_iron_geyser_4 in cell 10 [21:00:07.384] [10] [INFO] Spawned a poi/poi_frozen_iron_geyser_2 in cell 61 [21:00:07.508] [10] [INFO] Spawned a poi/poi_frozen_iron_geyser in cell 83 THREAD - started 'SimThread' (0x700004f63000) [21:00:09.060] [10] [INFO] World 'STRINGS.WORLDS.MARSHYMOONLET.NAME' is overriding setting 'OverworldDensityMin' [21:00:09.060] [10] [INFO] World 'STRINGS.WORLDS.MARSHYMOONLET.NAME' is overriding setting 'OverworldDensityMax' [21:00:09.060] [10] [INFO] World 'STRINGS.WORLDS.MARSHYMOONLET.NAME' is overriding setting 'OverworldAvoidRadius' [21:00:09.060] [10] [INFO] World 'STRINGS.WORLDS.MARSHYMOONLET.NAME' is overriding setting 'OverworldSampleBehaviour' [21:00:09.060] [10] [INFO] Generating overworld points using PoissonDisk, density 15 [21:00:09.060] [10] [INFO] -> Generated 18 points [21:00:09.294] [10] [INFO] World does not have a starting subworld specified [21:00:10.681] [10] [INFO] World 'STRINGS.WORLDS.MARSHYMOONLET.NAME' is overriding setting 'DrawWorldBorder' [21:00:10.681] [10] [INFO] World 'STRINGS.WORLDS.MARSHYMOONLET.NAME' is overriding setting 'DrawWorldBorderOverVacuum' [21:00:10.681] [10] [INFO] World 'STRINGS.WORLDS.MARSHYMOONLET.NAME' is overriding setting 'WorldBorderThickness' [21:00:10.681] [10] [INFO] World 'STRINGS.WORLDS.MARSHYMOONLET.NAME' is overriding setting 'WorldBorderRange' [21:00:10.681] [10] [INFO] World does not have a starting subworld specified [21:00:10.928] [10] [INFO] Spawned a poi/poi_molten_tungsten_volcano in cell 8 [21:00:11.052] [10] [INFO] Spawned a poi/poi_molten_tungsten_volcano_3 in cell 65 [21:00:11.231] [10] [INFO] Spawned a poi/poi_molten_tungsten_volcano_2 in cell 27 THREAD - started 'SimThread' (0x700004f63000) [21:00:12.317] [10] [INFO] World 'STRINGS.WORLDS.NIOBIUMMOONLET.NAME' is overriding setting 'OverworldDensityMin' [21:00:12.317] [10] [INFO] World 'STRINGS.WORLDS.NIOBIUMMOONLET.NAME' is overriding setting 'OverworldDensityMax' [21:00:12.317] [10] [INFO] World 'STRINGS.WORLDS.NIOBIUMMOONLET.NAME' is overriding setting 'OverworldAvoidRadius' [21:00:12.317] [10] [INFO] World 'STRINGS.WORLDS.NIOBIUMMOONLET.NAME' is overriding setting 'OverworldSampleBehaviour' [21:00:12.317] [10] [INFO] Generating overworld points using PoissonDisk, density 15 [21:00:12.317] [10] [INFO] -> Generated 14 points [21:00:12.487] [10] [INFO] World does not have a starting subworld specified [21:00:12.721] [10] [INFO] World 'STRINGS.WORLDS.NIOBIUMMOONLET.NAME' is overriding setting 'DrawWorldBorder' [21:00:12.721] [10] [INFO] World 'STRINGS.WORLDS.NIOBIUMMOONLET.NAME' is overriding setting 'DrawWorldBorderOverVacuum' [21:00:12.721] [10] [INFO] World 'STRINGS.WORLDS.NIOBIUMMOONLET.NAME' is overriding setting 'WorldBorderThickness' [21:00:12.721] [10] [INFO] World 'STRINGS.WORLDS.NIOBIUMMOONLET.NAME' is overriding setting 'WorldBorderRange' [21:00:12.721] [10] [INFO] World does not have a starting subworld specified THREAD - started 'SimThread' (0x700004f63000) Unloading 1 Unused Serialized files (Serialized files now loaded: 1) System memory in use before: 0.53 GB. System memory in use after: 0.54 GB. Unloading 99 unused Assets to reduce memory usage. Loaded Objects now: 61289. Total: 358.476533 ms (FindLiveObjects: 5.710766 ms CreateObjectMapping: 4.167165 ms MarkObjects: 348.248387 ms DeleteObjects: 0.349462 ms) Unloading 5 Unused Serialized files (Serialized files now loaded: 1) UnloadTime: 11.113626 ms System memory in use before: 0.57 GB. System memory in use after: 0.57 GB. Unloading 168 unused Assets to reduce memory usage. Loaded Objects now: 68212. Total: 346.604506 ms (FindLiveObjects: 9.538284 ms CreateObjectMapping: 11.708959 ms MarkObjects: 324.925210 ms DeleteObjects: 0.430690 ms) [21:00:15.409] [1] [INFO] Attempting to start a new game with current world gen [21:00:16.227] [1] [INFO] Generating a world without traits. Either this world has traits disabled or none were specified. [21:00:16.308] [1] [INFO] Set world to [worlds/SwampMoonlet] /Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data/StreamingAssets/worldgen/ [21:00:16.308] [1] [INFO] Generating a world without traits. Either this world has traits disabled or none were specified. [21:00:16.387] [1] [INFO] Set world to [worlds/MetalHeavyLandingSite] /Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data/StreamingAssets/worldgen/ [21:00:16.388] [1] [INFO] Generating a world without traits. Either this world has traits disabled or none were specified. [21:00:16.471] [1] [INFO] Set world to [worlds/OilRichWarpTarget] /Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data/StreamingAssets/worldgen/ [21:00:16.471] [1] [INFO] Generating a world without traits. Either this world has traits disabled or none were specified. [21:00:16.562] [1] [INFO] Set world to [worlds/TundraMoonlet] /Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data/StreamingAssets/worldgen/ [21:00:16.562] [1] [INFO] Generating a world without traits. Either this world has traits disabled or none were specified. [21:00:16.644] [1] [INFO] Set world to [worlds/MarshyMoonlet] /Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data/StreamingAssets/worldgen/ [21:00:16.644] [1] [INFO] Generating a world without traits. Either this world has traits disabled or none were specified. [21:00:16.723] [1] [INFO] Set world to [worlds/NiobiumMoonlet] /Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data/StreamingAssets/worldgen/ [21:00:16.792] [1] [INFO] Attempt success THREAD - started 'SimThread' (0x700004f63000) [21:00:17.295] [1] [INFO] copying image FrozenWastes type DXT1 size 2048x2048 [21:00:17.780] [1] [INFO] copying image CrystalCaverns type DXT1 size 2048x2048 [21:00:18.133] [1] [INFO] copying image BoggyMarsh type DXT1 size 2048x2048 [21:00:18.284] [1] [INFO] copying image Sandstone type DXT1 size 2048x2048 [21:00:18.542] [1] [INFO] copying image ToxicJungle type DXT1 size 2048x2048 [21:00:18.888] [1] [INFO] copying image MagmaCore type DXT1 size 2048x2048 [21:00:19.030] [1] [INFO] copying image OilField type DXT1 size 2048x2048 [21:00:19.311] [1] [INFO] copying image Space type DXT1 size 2048x2048 [21:00:19.527] [1] [INFO] copying image Ocean type DXT1 size 2048x2048 [21:00:19.659] [1] [INFO] copying image Rust type DXT1 size 2048x2048 [21:00:19.861] [1] [INFO] copying image Forest type DXT1 size 2048x2048 [21:00:20.121] [1] [INFO] copying image Radioactive type DXT1 size 2048x2048 [21:00:20.234] [1] [INFO] copying image Swamp type DXT1 size 2048x2048 [21:00:20.425] [1] [INFO] copying image Wasteland type DXT1 size 2048x2048 [21:00:20.619] [1] [INFO] copying image RocketInterior type DXT1 size 2048x2048 [21:00:21.099] [1] [INFO] 251.2541 Level Loaded.... backend Shader warmup: 69 shaders 222 combinations 0.002s [21:00:23.452] [1] [INFO] World 'STRINGS.WORLDS.IDEALLANDINGSITE.NAME' is overriding setting 'DrawWorldBorder' [21:00:23.452] [1] [INFO] World 'STRINGS.WORLDS.IDEALLANDINGSITE.NAME' is overriding setting 'DrawWorldBorderOverVacuum' [21:00:23.452] [1] [INFO] World 'STRINGS.WORLDS.STRANGERICHSANDSTONE.NAME' is overriding setting 'DrawWorldBorder' [21:00:23.452] [1] [INFO] World 'STRINGS.WORLDS.STRANGERICHSANDSTONE.NAME' is overriding setting 'DrawWorldBorderOverVacuum' [21:00:23.453] [1] [INFO] World 'STRINGS.WORLDS.TUNDRAMOONLET.NAME' is overriding setting 'DrawWorldBorder' [21:00:23.453] [1] [INFO] World 'STRINGS.WORLDS.TUNDRAMOONLET.NAME' is overriding setting 'DrawWorldBorderOverVacuum' [21:00:23.453] [1] [INFO] World 'STRINGS.WORLDS.MARSHYMOONLET.NAME' is overriding setting 'DrawWorldBorder' [21:00:23.453] [1] [INFO] World 'STRINGS.WORLDS.MARSHYMOONLET.NAME' is overriding setting 'DrawWorldBorderOverVacuum' [21:00:23.453] [1] [INFO] World 'STRINGS.WORLDS.NIOBIUMMOONLET.NAME' is overriding setting 'DrawWorldBorder' [21:00:23.453] [1] [INFO] World 'STRINGS.WORLDS.NIOBIUMMOONLET.NAME' is overriding setting 'DrawWorldBorderOverVacuum' [21:00:23.453] [1] [WARNING] No name table provided to generate world name. Using GENERIC [21:00:23.459] [1] [INFO] -- GAME -- [21:00:23.827] [1] [INFO] Checking which steam branch we're on. Got: [] [21:00:24.218] [1] [INFO] Screen resolution updated, saving values to prefs: 1440x900 @ 60, fullscreen: True [21:00:25.181] [1] [WARNING] AdjustLoad() failed [21:00:26.708] [1] [WARNING] AdjustLoad() failed [21:00:43.765] [1] [WARNING] AdjustLoad() failed [21:00:44.694] [1] [WARNING] AdjustLoad() failed [21:00:45.055] [1] [WARNING] AdjustLoad() failed [21:00:52.266] [1] [WARNING] AdjustLoad() failed [21:00:52.394] [1] [WARNING] AdjustLoad() failed [21:00:56.223] [1] [WARNING] AdjustLoad() failed [21:00:57.175] [1] [WARNING] AdjustLoad() failed [21:00:57.324] [1] [WARNING] AdjustLoad() failed [21:01:04.066] [1] [WARNING] AdjustLoad() failed [FMOD] PlaylistInstrumentInstance::startFullLengthHook : Attempting to schedule a sound in the past, this could cause inaccurate playback. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [21:01:07.614] [1] [WARNING] AdjustLoad() failed [21:01:09.075] [1] [WARNING] AdjustLoad() failed [21:01:09.350] [1] [WARNING] AdjustLoad() failed [21:01:11.040] [1] [WARNING] AdjustLoad() failed [21:01:24.133] [1] [WARNING] AdjustLoad() failed [21:01:32.277] [1] [WARNING] AdjustLoad() failed [21:01:32.557] [1] [WARNING] AdjustLoad() failed [21:01:34.765] [1] [WARNING] AdjustLoad() failed [21:01:34.991] [1] [WARNING] AdjustLoad() failed [21:01:36.161] [1] [WARNING] AdjustLoad() failed [21:01:38.427] [1] [WARNING] AdjustLoad() failed [21:01:41.794] [1] [WARNING] AdjustLoad() failed [21:01:42.199] [1] [WARNING] AdjustLoad() failed [21:01:42.419] [1] [WARNING] AdjustLoad() failed [21:01:42.655] [1] [WARNING] AdjustLoad() failed [21:01:42.697] [1] [WARNING] AdjustLoad() failed [21:01:43.035] [1] [WARNING] AdjustLoad() failed [21:01:43.878] [1] [WARNING] AdjustLoad() failed [21:01:44.251] [1] [WARNING] AdjustLoad() failed [21:01:44.480] [1] [WARNING] AdjustLoad() failed [21:01:45.980] [1] [WARNING] AdjustLoad() failed [21:01:46.182] [1] [WARNING] AdjustLoad() failed [21:01:46.721] [1] [WARNING] AdjustLoad() failed [21:01:50.039] [1] [WARNING] AdjustLoad() failed [21:01:53.082] [1] [WARNING] AdjustLoad() failed [21:01:53.337] [1] [WARNING] AdjustLoad() failed [21:01:54.067] [1] [WARNING] Missing codex biome icon: biomeIconWasteland [21:01:54.069] [1] [WARNING] Missing codex biome icon: biomeIconNiobium [21:01:55.698] [1] [WARNING] missing 'ui' anim in 'artifacts_kanim (KAnimFile)' [21:01:57.655] [1] [WARNING] Trying to stop a song that isn't playing: Music_Starmap [21:01:58.226] [1] [INFO] WattsonMessage OnActivate [21:02:04.235] [1] [INFO] Saved to [/Users/nessumo/Library/Application Support/unity.Klei.Oxygen Not Included/save_files/Q1/Q1.sav] [21:02:04.817] [1] [INFO] Saving screenshot to /Users/nessumo/Library/Application Support/unity.Klei.Oxygen Not Included/save_files/Q1/Q1.png [21:02:05.201] [1] [INFO] Saving screenshot to /Users/nessumo/Library/Application Support/unity.Klei.Oxygen Not Included/RetiredColonies/Q1/Q1 [21:02:13.316] [1] [WARNING] Entity Grubfruit Plant does not have amount with ID Irrigation [21:02:13.318] [1] [WARNING] Entity Grubfruit Plant does not have amount with ID Irrigation [21:02:13.321] [1] [WARNING] Entity Grubfruit Plant does not have amount with ID Irrigation [21:02:13.322] [1] [WARNING] Entity Grubfruit Plant does not have amount with ID Irrigation [21:02:15.035] [1] [WARNING] Cell 85236 already has a utility network endpoint assigned. Adding FlowUtilityNetwork+NetworkItem will stomp previous endpoint, destroying the object that's already there. [21:02:15.036] [1] [WARNING] Cell 85237 already has a utility network endpoint assigned. Adding FlowUtilityNetwork+NetworkItem will stomp previous endpoint, destroying the object that's already there. [21:02:15.037] [1] [WARNING] Cell 85238 already has a utility network endpoint assigned. Adding FlowUtilityNetwork+NetworkItem will stomp previous endpoint, destroying the object that's already there. [21:02:16.044] [1] [WARNING] Entity Beetafinery does not have amount with ID Calories [21:02:16.048] [1] [WARNING] Entity Beetafinery does not have amount with ID Calories [21:02:16.051] [1] [WARNING] Entity Beetafinery does not have amount with ID Calories [21:02:19.544] [1] [WARNING] Trying to put null go into scene partitioner [21:02:19.545] [1] [WARNING] Trying to put null go into scene partitioner [21:02:19.546] [1] [WARNING] Trying to put null go into scene partitioner [FMOD] PlaylistInstrumentInstance::startFullLengthHook : Attempting to schedule a sound in the past, this could cause inaccurate playback. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) Unloading 1 Unused Serialized files (Serialized files now loaded: 1) System memory in use before: 0.94 GB. System memory in use after: 0.95 GB. Unloading 47 unused Assets to reduce memory usage. Loaded Objects now: 139331. Total: 818.990869 ms (FindLiveObjects: 17.007042 ms CreateObjectMapping: 8.536988 ms MarkObjects: 792.974905 ms DeleteObjects: 0.470410 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 1) System memory in use before: 0.94 GB. System memory in use after: 0.95 GB. Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 139331. Total: 789.655793 ms (FindLiveObjects: 13.883712 ms CreateObjectMapping: 7.910528 ms MarkObjects: 767.606137 ms DeleteObjects: 0.254131 ms) Unloading 3 Unused Serialized files (Serialized files now loaded: 1) [21:02:43.803] [1] [WARNING] Failed to Unsubscribe event handler: Game+<>c.Void <.cctor>b__216_0(Game, System.Object) Not subscribed to event UnloadTime: 255.796934 ms System memory in use before: 0.90 GB. System memory in use after: 0.90 GB. Unloading 495 unused Assets to reduce memory usage. Loaded Objects now: 70288. Total: 516.438182 ms (FindLiveObjects: 8.360039 ms CreateObjectMapping: 6.061765 ms MarkObjects: 499.101692 ms DeleteObjects: 2.913457 ms) [21:02:44.712] [1] [INFO] Using local MOTD at version: 13, web version at 7 [21:02:44.787] [1] [INFO] -- MAIN MENU -- [21:02:44.892] [1] [INFO] Checking which steam branch we're on. Got: [] [21:02:44.905] [1] [INFO] Screen resolution updated, saving values to prefs: 1440x900 @ 60, fullscreen: True [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) Unloading 1 Unused Serialized files (Serialized files now loaded: 1) System memory in use before: 0.63 GB. System memory in use after: 0.64 GB. Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 70331. Total: 458.249326 ms (FindLiveObjects: 7.956510 ms CreateObjectMapping: 7.397623 ms MarkObjects: 442.722656 ms DeleteObjects: 0.171845 ms) Unloading 5 Unused Serialized files (Serialized files now loaded: 1) UnloadTime: 23.304355 ms System memory in use before: 0.66 GB. System memory in use after: 0.67 GB. Unloading 165 unused Assets to reduce memory usage. Loaded Objects now: 69637. Total: 501.088669 ms (FindLiveObjects: 13.277220 ms CreateObjectMapping: 8.881632 ms MarkObjects: 478.537565 ms DeleteObjects: 0.390367 ms) [21:04:46.614] [1] [INFO] Loading save file: /Users/nessumo/Library/Application Support/unity.Klei.Oxygen Not Included/save_files/Q1/Q1.sav headerVersion:1, buildVersion:441002, headerSize:308, IsCompressed:True [21:04:46.614] [1] [INFO] GameInfo loaded from save header: numberOfCycles:0, numberOfDuplicants:3, baseName:Q1, isAutoSave:False, originalSaveName:Q1.sav, clusterId:clusters/SwampStartCluster, worldTraits:none, colonyGuid:d3f08a56-0aa4-408b-be61-7e4021561f05, saveVersion:7.22 THREAD - started 'SimThread' (0x700004fe6000) [21:04:47.342] [1] [INFO] copying image FrozenWastes type DXT1 size 2048x2048 [21:04:47.725] [1] [INFO] copying image CrystalCaverns type DXT1 size 2048x2048 [21:04:48.056] [1] [INFO] copying image BoggyMarsh type DXT1 size 2048x2048 [21:04:48.395] [1] [INFO] copying image Sandstone type DXT1 size 2048x2048 [21:04:48.559] [1] [INFO] copying image ToxicJungle type DXT1 size 2048x2048 [21:04:48.725] [1] [INFO] copying image MagmaCore type DXT1 size 2048x2048 [21:04:49.009] [1] [INFO] copying image OilField type DXT1 size 2048x2048 [21:04:49.176] [1] [INFO] copying image Space type DXT1 size 2048x2048 [21:04:49.467] [1] [INFO] copying image Ocean type DXT1 size 2048x2048 [21:04:49.675] [1] [INFO] copying image Rust type DXT1 size 2048x2048 [21:04:49.907] [1] [INFO] copying image Forest type DXT1 size 2048x2048 [21:04:50.235] [1] [INFO] copying image Radioactive type DXT1 size 2048x2048 [21:04:50.466] [1] [INFO] copying image Swamp type DXT1 size 2048x2048 [21:04:50.621] [1] [INFO] copying image Wasteland type DXT1 size 2048x2048 [21:04:50.965] [1] [INFO] copying image RocketInterior type DXT1 size 2048x2048 [21:04:51.449] [1] [INFO] 521.5962 Level Loaded.... backend Shader warmup: 69 shaders 222 combinations 0.002s [21:04:54.928] [1] [INFO] Custom Settings: ClusterLayout=clusters/SwampStartCluster,World=worlds/SandstoneDefault,WorldgenSeed=1611352953,ImmuneSystem=Default,CalorieBurn=Default,Morale=Default,Stress=Default,StressBreaks=Default,CarePackages=Enabled,SandboxMode=Disabled,FastWorkersMode=Disabled, [21:04:54.929] [1] [INFO] Loaded [/Users/nessumo/Library/Application Support/unity.Klei.Oxygen Not Included/save_files/Q1/Q1.sav] [21:04:54.929] [1] [INFO] World Seeds [1611352958/1611352958/1611352958/1611352958] [21:04:55.052] [1] [INFO] -- GAME -- Unloading 0 Unused Serialized files (Serialized files now loaded: 1) [21:04:55.304] [1] [WARNING] Missing codex biome icon: biomeIconWasteland [21:04:55.306] [1] [WARNING] Missing codex biome icon: biomeIconNiobium [21:04:56.515] [1] [INFO] Checking which steam branch we're on. Got: [] [21:04:57.156] [1] [WARNING] missing 'ui' anim in 'artifacts_kanim (KAnimFile)' [21:04:59.169] [1] [WARNING] Trying to stop a song that isn't playing: Music_Starmap [21:05:00.090] [1] [INFO] Screen resolution updated, saving values to prefs: 1440x900 @ 60, fullscreen: True System memory in use before: 0.97 GB. System memory in use after: 0.98 GB. Unloading 19 unused Assets to reduce memory usage. Loaded Objects now: 132405. Total: 1305.546093 ms (FindLiveObjects: 19.245297 ms CreateObjectMapping: 12.380735 ms MarkObjects: 1273.402095 ms DeleteObjects: 0.517153 ms) [21:06:47.611] [1] [WARNING] AdjustLoad() failed [21:07:30.890] [1] [INFO] Applying low res settings 1 / existing is 0 [21:07:34.947] [1] [INFO] Screen resolution updated, saving values to prefs: 1440x900 @ 60, fullscreen: True [21:07:52.883] [1] [INFO] Applying low res settings 1 / existing is 1 Metal RecreateSurface[0x119df6110]: surface size 2880x1756 [21:07:53.014] [1] [INFO] Screen resolution updated, saving values to prefs: 2880x1756 @ 60, fullscreen: False Metal RecreateSurface[0x119df6110]: surface size 1440x900 [21:07:54.909] [1] [INFO] Screen resolution updated, saving values to prefs: 1440x900 @ 60, fullscreen: False [21:07:56.358] [1] [INFO] Screen resolution updated, saving values to prefs: 1440x900 @ 60, fullscreen: False Metal RecreateSurface[0x119df6110]: surface size 2880x1800 [21:08:06.525] [1] [INFO] Screen resolution updated, saving values to prefs: 2880x1800 @ 60, fullscreen: False Metal RecreateSurface[0x119df6110]: surface size 2880x1800 [21:08:08.285] [1] [INFO] Screen resolution updated, saving values to prefs: 1440x900 @ 60, fullscreen: True [21:09:11.159] [1] [WARNING] LoadColonyPreview path does not exist or is not directory [/Users/nessumo/Library/Application Support/unity.Klei.Oxygen Not Included/RetiredColonies/Ad Astra] [21:09:11.218] [1] [WARNING] LoadColonyPreview path does not exist or is not directory [/Users/nessumo/Library/Application Support/unity.Klei.Oxygen Not Included/RetiredColonies/Serenity] [21:09:19.599] [1] [WARNING] LoadColonyPreview path does not exist or is not directory [/Users/nessumo/Library/Application Support/unity.Klei.Oxygen Not Included/RetiredColonies/Ad Astra] [21:09:19.647] [1] [WARNING] LoadColonyPreview path does not exist or is not directory [/Users/nessumo/Library/Application Support/unity.Klei.Oxygen Not Included/RetiredColonies/Serenity] [FMOD] PlaylistInstrumentInstance::startFullLengthHook : Attempting to schedule a sound in the past, this could cause inaccurate playback. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] PlaylistInstrumentInstance::startFullLengthHook : Attempting to schedule a sound in the past, this could cause inaccurate playback. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [21:09:40.249] [1] [WARNING] LoadColonyPreview path does not exist or is not directory [/Users/nessumo/Library/Application Support/unity.Klei.Oxygen Not Included/RetiredColonies/Ad Astra] [21:09:40.292] [1] [WARNING] LoadColonyPreview path does not exist or is not directory [/Users/nessumo/Library/Application Support/unity.Klei.Oxygen Not Included/RetiredColonies/Serenity] [21:09:46.485] [1] [WARNING] LoadColonyPreview path does not exist or is not directory [/Users/nessumo/Library/Application Support/unity.Klei.Oxygen Not Included/RetiredColonies/Ad Astra] [21:09:46.567] [1] [WARNING] LoadColonyPreview path does not exist or is not directory [/Users/nessumo/Library/Application Support/unity.Klei.Oxygen Not Included/RetiredColonies/Serenity] [21:11:28.589] [1] [WARNING] LoadColonyPreview path does not exist or is not directory [/Users/nessumo/Library/Application Support/unity.Klei.Oxygen Not Included/RetiredColonies/Ad Astra] [21:11:28.650] [1] [WARNING] LoadColonyPreview path does not exist or is not directory [/Users/nessumo/Library/Application Support/unity.Klei.Oxygen Not Included/RetiredColonies/Serenity] Unloading 5 Unused Serialized files (Serialized files now loaded: 1) System memory in use before: 1.31 GB. System memory in use after: 1.32 GB. Unloading 490 unused Assets to reduce memory usage. Loaded Objects now: 132819. Total: 1836.163756 ms (FindLiveObjects: 27.114246 ms CreateObjectMapping: 9.249064 ms MarkObjects: 1797.319235 ms DeleteObjects: 2.480148 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 1) System memory in use before: 1.31 GB. System memory in use after: 1.32 GB. Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 132819. Total: 1379.922680 ms (FindLiveObjects: 31.817674 ms CreateObjectMapping: 19.075474 ms MarkObjects: 1328.377319 ms DeleteObjects: 0.650657 ms) Unloading 5 Unused Serialized files (Serialized files now loaded: 1) [21:11:38.002] [1] [WARNING] Failed to Unsubscribe event handler: Game+<>c.Void <.cctor>b__216_0(Game, System.Object) Not subscribed to event UnloadTime: 295.922599 ms System memory in use before: 1.28 GB. System memory in use after: 1.28 GB. Unloading 292 unused Assets to reduce memory usage. Loaded Objects now: 69694. Total: 793.879116 ms (FindLiveObjects: 10.778653 ms CreateObjectMapping: 9.136841 ms MarkObjects: 770.705260 ms DeleteObjects: 3.257036 ms) [21:11:39.028] [1] [INFO] Loading save file: /Users/nessumo/Library/Application Support/unity.Klei.Oxygen Not Included/save_files/Alpha-1/Alpha-1.sav headerVersion:1, buildVersion:440845, headerSize:318, IsCompressed:True [21:11:39.029] [1] [INFO] GameInfo loaded from save header: numberOfCycles:0, numberOfDuplicants:3, baseName:Alpha-1, isAutoSave:False, originalSaveName:Alpha-1.sav, clusterId:clusters/SwampStartCluster, worldTraits:none, colonyGuid:661600ee-91b3-43d1-9950-2ec768b2e428, saveVersion:7.22 THREAD - started 'SimThread' (0x700004b4a000) [21:11:40.071] [1] [INFO] copying image FrozenWastes type DXT1 size 2048x2048 [21:11:40.295] [1] [INFO] copying image CrystalCaverns type DXT1 size 2048x2048 [21:11:40.778] [1] [INFO] copying image BoggyMarsh type DXT1 size 2048x2048 [21:11:41.328] [1] [INFO] copying image Sandstone type DXT1 size 2048x2048 [21:11:41.551] [1] [INFO] copying image ToxicJungle type DXT1 size 2048x2048 [21:11:41.889] [1] [INFO] copying image MagmaCore type DXT1 size 2048x2048 [21:11:42.059] [1] [INFO] copying image OilField type DXT1 size 2048x2048 [21:11:42.372] [1] [INFO] copying image Space type DXT1 size 2048x2048 [21:11:42.637] [1] [INFO] copying image Ocean type DXT1 size 2048x2048 [21:11:42.861] [1] [INFO] copying image Rust type DXT1 size 2048x2048 [21:11:43.169] [1] [INFO] copying image Forest type DXT1 size 2048x2048 [21:11:43.402] [1] [INFO] copying image Radioactive type DXT1 size 2048x2048 [21:11:43.668] [1] [INFO] copying image Swamp type DXT1 size 2048x2048 [21:11:43.946] [1] [INFO] copying image Wasteland type DXT1 size 2048x2048 [21:11:44.463] [1] [INFO] copying image RocketInterior type DXT1 size 2048x2048 [21:11:45.352] [1] [INFO] 935.4869 Level Loaded.... backend Shader warmup: 69 shaders 222 combinations 0.005s [21:11:48.645] [1] [INFO] Custom Settings: ClusterLayout=clusters/SwampStartCluster,World=worlds/MetalHeavyLandingSite,WorldgenSeed=1355166421,ImmuneSystem=Default,CalorieBurn=Default,Morale=Default,Stress=Default,StressBreaks=Default,CarePackages=Enabled,SandboxMode=Disabled,FastWorkersMode=Disabled, [21:11:48.645] [1] [INFO] Loaded [/Users/nessumo/Library/Application Support/unity.Klei.Oxygen Not Included/save_files/Alpha-1/Alpha-1.sav] [21:11:48.645] [1] [INFO] World Seeds [1355166426/1355166426/1355166426/1355166426] [21:11:48.776] [1] [INFO] -- GAME -- Unloading 0 Unused Serialized files (Serialized files now loaded: 1) [21:11:48.986] [1] [WARNING] Missing codex biome icon: biomeIconWasteland [21:11:48.987] [1] [WARNING] Missing codex biome icon: biomeIconNiobium [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [21:11:50.490] [1] [INFO] Checking which steam branch we're on. Got: [] [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [21:11:51.163] [1] [WARNING] missing 'ui' anim in 'artifacts_kanim (KAnimFile)' [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [21:11:53.526] [1] [WARNING] Trying to stop a song that isn't playing: Music_Starmap [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [21:11:54.089] [1] [INFO] Screen resolution updated, saving values to prefs: 1440x900 @ 60, fullscreen: True [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) System memory in use before: 1.21 GB. [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) System memory in use after: 1.22 GB. Unloading 32 unused Assets to reduce memory usage. Loaded Objects now: 132909. Total: 782.875191 ms (FindLiveObjects: 36.456181 ms CreateObjectMapping: 18.623845 ms MarkObjects: 727.392060 ms DeleteObjects: 0.402118 ms) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [21:12:24.487] [1] [INFO] Applying low res settings 0 / existing is 1 [21:12:31.037] [1] [INFO] Screen resolution updated, saving values to prefs: 1440x900 @ 60, fullscreen: True [21:12:45.800] [1] [INFO] Applying low res settings 0 / existing is 0 [21:12:45.899] [1] [INFO] Screen resolution updated, saving values to prefs: 1440x900 @ 60, fullscreen: False [21:12:48.821] [1] [INFO] Screen resolution updated, saving values to prefs: 1440x900 @ 60, fullscreen: False [21:12:53.520] [1] [INFO] Applying low res settings 0 / existing is 0 [21:12:53.654] [1] [INFO] Screen resolution updated, saving values to prefs: 1440x900 @ 60, fullscreen: True [21:12:56.147] [1] [INFO] Screen resolution updated, saving values to prefs: 1440x900 @ 60, fullscreen: True Unloading 5 Unused Serialized files (Serialized files now loaded: 1) System memory in use before: 0.95 GB. System memory in use after: 0.95 GB. Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 132680. Total: 3096.361220 ms (FindLiveObjects: 18.511395 ms CreateObjectMapping: 12.546368 ms MarkObjects: 3064.818850 ms DeleteObjects: 0.483133 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 1) System memory in use before: 0.95 GB. System memory in use after: 0.95 GB. Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 132680. Total: 4988.283523 ms (FindLiveObjects: 86.071190 ms CreateObjectMapping: 68.326629 ms MarkObjects: 4833.526031 ms DeleteObjects: 0.356082 ms) Unloading 3 Unused Serialized files (Serialized files now loaded: 1) [21:14:12.380] [1] [WARNING] Failed to Unsubscribe event handler: Game+<>c.Void <.cctor>b__216_0(Game, System.Object) Not subscribed to event UnloadTime: 1010.887281 ms System memory in use before: 0.91 GB. System memory in use after: 0.91 GB. Unloading 503 unused Assets to reduce memory usage. Loaded Objects now: 70429. Total: 1597.913066 ms (FindLiveObjects: 16.431135 ms CreateObjectMapping: 21.313392 ms MarkObjects: 1554.926036 ms DeleteObjects: 5.241225 ms) [21:14:15.331] [1] [INFO] Using local MOTD at version: 13, web version at 7 [21:14:15.511] [1] [INFO] -- MAIN MENU -- [21:14:15.936] [1] [INFO] Checking which steam branch we're on. Got: [] [21:14:15.987] [1] [INFO] Screen resolution updated, saving values to prefs: 1440x900 @ 60, fullscreen: True [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [FMOD] TimelineInstance::performScheduling : 101 instantaneous transitions encountered; bailing out to avoid scheduler hang (last transition was to 'Off') UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [21:14:23.387] [1] [INFO] World Settings cleared! [21:14:25.524] [1] [INFO] World settings reload complete! [21:14:25.544] [1] [INFO] World Settings cleared! [21:14:27.329] [1] [INFO] World settings reload complete! [21:14:27.331] [1] [INFO] Set worldgen seed to 1953693147 [21:14:27.334] [1] [INFO] Set worldgen seed to 1953693147 [21:14:42.503] [1] [INFO] Generating a world without traits. Either this world has traits disabled or none were specified. [21:14:42.590] [1] [INFO] Set world to [worlds/SwampMoonlet] /Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data/StreamingAssets/worldgen/ [21:14:42.590] [1] [INFO] Generating a world without traits. Either this world has traits disabled or none were specified. [21:14:42.670] [1] [INFO] Set world to [worlds/MetalHeavyLandingSite] /Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data/StreamingAssets/worldgen/ [21:14:42.670] [1] [INFO] Generating a world without traits. Either this world has traits disabled or none were specified. [21:14:42.750] [1] [INFO] Set world to [worlds/OilRichWarpTarget] /Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data/StreamingAssets/worldgen/ [21:14:42.750] [1] [INFO] Generating a world without traits. Either this world has traits disabled or none were specified. [21:14:42.835] [1] [INFO] Set world to [worlds/TundraMoonlet] /Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data/StreamingAssets/worldgen/ [21:14:42.835] [1] [INFO] Generating a world without traits. Either this world has traits disabled or none were specified. [21:14:42.918] [1] [INFO] Set world to [worlds/MarshyMoonlet] /Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data/StreamingAssets/worldgen/ [21:14:42.918] [1] [INFO] Generating a world without traits. Either this world has traits disabled or none were specified. [21:14:43.001] [1] [INFO] Set world to [worlds/NiobiumMoonlet] /Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data/StreamingAssets/worldgen/ [21:14:43.001] [1] [INFO] World seeds: [1426047181/1426047181/1426047181/1426047181] Seeds are [1426047181/1426047181/1426047181/1426047181] [21:14:43.001] [1] [INFO] World seeds: [1426047182/1426047182/1426047182/1426047182] Seeds are [1426047182/1426047182/1426047182/1426047182] [21:14:43.001] [1] [INFO] World seeds: [1426047183/1426047183/1426047183/1426047183] Seeds are [1426047183/1426047183/1426047183/1426047183] [21:14:43.002] [1] [INFO] World seeds: [1426047184/1426047184/1426047184/1426047184] Seeds are [1426047184/1426047184/1426047184/1426047184] [21:14:43.002] [1] [INFO] World seeds: [1426047185/1426047185/1426047185/1426047185] Seeds are [1426047185/1426047185/1426047185/1426047185] [21:14:43.002] [1] [INFO] World seeds: [1426047186/1426047186/1426047186/1426047186] Seeds are [1426047186/1426047186/1426047186/1426047186] [21:14:43.158] [11] [INFO] World 'STRINGS.WORLDS.SWAMPMOONLET.NAME' is overriding setting 'OverworldDensityMin' [21:14:43.158] [11] [INFO] World 'STRINGS.WORLDS.SWAMPMOONLET.NAME' is overriding setting 'OverworldDensityMax' [21:14:43.158] [11] [INFO] Generating overworld points using PoissonDisk, density 18 [21:14:43.158] [11] [INFO] Start node position is (80.0, 112.0) [21:14:43.159] [11] [INFO] -> Generated 33 points [21:14:46.786] [11] [INFO] Spawned a poi/poi_warp_receiver in cell 30 [21:14:46.997] [11] [INFO] Spawned a poi/poi_warp_teleporter in cell 29 [21:14:47.125] [11] [INFO] Spawned a poi/poi_warp_sender in cell 76 [21:14:52.095] [11] [INFO] World 'STRINGS.WORLDS.SWAMPMOONLET.NAME' is overriding startingWorldElements THREAD - started 'SimThread' (0x70000526c000) [21:14:56.411] [11] [INFO] World 'STRINGS.WORLDS.IDEALLANDINGSITE.NAME' is overriding setting 'OverworldDensityMin' [21:14:56.411] [11] [INFO] World 'STRINGS.WORLDS.IDEALLANDINGSITE.NAME' is overriding setting 'OverworldDensityMax' [21:14:56.411] [11] [INFO] World 'STRINGS.WORLDS.IDEALLANDINGSITE.NAME' is overriding setting 'OverworldAvoidRadius' [21:14:56.411] [11] [INFO] World 'STRINGS.WORLDS.IDEALLANDINGSITE.NAME' is overriding setting 'OverworldSampleBehaviour' [21:14:56.412] [11] [INFO] Generating overworld points using PoissonDisk, density 18 [21:14:56.412] [11] [INFO] Start node position is (65.0, 106.8) [21:14:56.413] [11] [INFO] -> Generated 31 points [21:14:57.869] [11] [INFO] World 'STRINGS.WORLDS.IDEALLANDINGSITE.NAME' is overriding setting 'DrawWorldBorder' [21:14:57.869] [11] [INFO] World 'STRINGS.WORLDS.IDEALLANDINGSITE.NAME' is overriding setting 'DrawWorldBorderOverVacuum' [21:14:57.869] [11] [INFO] World 'STRINGS.WORLDS.IDEALLANDINGSITE.NAME' is overriding setting 'WorldBorderThickness' [21:14:57.869] [11] [INFO] World 'STRINGS.WORLDS.IDEALLANDINGSITE.NAME' is overriding setting 'WorldBorderRange' [21:14:58.157] [11] [INFO] Spawned a poi/poi_molten_gold_volcano in cell 34 [21:14:58.293] [11] [INFO] Spawned a poi/poi_molten_aluminum_volcano in cell 44 [21:14:58.295] [11] [INFO] Spawned a poi/poi_molten_gold_volcano in cell 32 [21:14:58.299] [11] [INFO] Spawned a poi/poi_molten_aluminum_volcano in cell 49 [21:14:58.822] [11] [INFO] Spawned a poi/boon_kitchen in cell 110 [21:14:59.129] [11] [INFO] Spawned a poi/boon_farm in cell 96 THREAD - started 'SimThread' (0x700004f63000) [21:15:02.631] [11] [INFO] World 'STRINGS.WORLDS.STRANGERICHSANDSTONE.NAME' is overriding setting 'OverworldDensityMin' [21:15:02.631] [11] [INFO] World 'STRINGS.WORLDS.STRANGERICHSANDSTONE.NAME' is overriding setting 'OverworldDensityMax' [21:15:02.631] [11] [INFO] World 'STRINGS.WORLDS.STRANGERICHSANDSTONE.NAME' is overriding setting 'OverworldAvoidRadius' [21:15:02.631] [11] [INFO] World 'STRINGS.WORLDS.STRANGERICHSANDSTONE.NAME' is overriding setting 'OverworldSampleBehaviour' [21:15:02.631] [11] [INFO] Generating overworld points using PoissonDisk, density 18 [21:15:02.631] [11] [INFO] Start node position is (92.5, 78.8) [21:15:02.631] [11] [INFO] -> Generated 29 points [21:15:03.490] [11] [INFO] World 'STRINGS.WORLDS.STRANGERICHSANDSTONE.NAME' is overriding setting 'DrawWorldBorder' [21:15:03.490] [11] [INFO] World 'STRINGS.WORLDS.STRANGERICHSANDSTONE.NAME' is overriding setting 'DrawWorldBorderOverVacuum' [21:15:03.490] [11] [INFO] World 'STRINGS.WORLDS.STRANGERICHSANDSTONE.NAME' is overriding setting 'WorldBorderThickness' [21:15:03.490] [11] [INFO] World 'STRINGS.WORLDS.STRANGERICHSANDSTONE.NAME' is overriding setting 'WorldBorderRange' [21:15:04.053] [11] [INFO] Spawned a poi/poi_warp_receiver in cell 73 [21:15:04.054] [11] [INFO] Spawned a poi/poi_warp_sender in cell 72 [21:15:04.158] [11] [INFO] Spawned a poi/poi_oilpockets_geyser_e in cell 94 [21:15:04.335] [11] [WARNING] Could not place poi/poi_oilpockets_geyser_b using normal rules, trying relaxed [21:15:04.336] [11] [INFO] Spawned a poi/poi_oilpockets_geyser_b in cell 37 [21:15:04.480] [11] [INFO] Spawned a poi/poi_oilpockets_geyser_a in cell 101 [21:15:04.629] [11] [WARNING] Could not place poi/poi_oilpockets_geyser_f using normal rules, trying relaxed [21:15:04.631] [11] [ERROR] Could not place template poi/poi_oilpockets_geyser_f, but it's supposed to be guaranteed. Could not place template poi/poi_oilpockets_geyser_f, but it's supposed to be guaranteed. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Debug:LogError(Object) ProcGenGame.TemplateSpawning:SpawnTemplatesFromFeatureRules(WorldGenSettings, List`1, SeededRandom, List`1&, List`1&, OfflineCallbackFunction) ProcGenGame.TemplateSpawning:DetermineTemplatesForWorld(WorldGenSettings, List`1, SeededRandom, List`1&, OfflineCallbackFunction) ProcGenGame.WorldGen:RenderOffline(Boolean, Cell[]&, DiseaseCell[]&, Int32, Boolean) ProcGenGame.Cluster:BeginGeneration() ProcGenGame.Cluster:ThreadMain() System.Threading.ThreadHelper:ThreadStart_Context(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) System.Threading.ThreadHelper:ThreadStart() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [21:15:04.786] [11] [INFO] Spawned a poi/boon_washroom in cell 45 [21:15:04.957] [11] [INFO] Spawned a poi/boon_bedroom in cell 11 [21:15:04.958] [11] [INFO] Spawned a poi/boon_farm in cell 53 [21:15:05.238] [11] [INFO] Spawned a poi/boon_power in cell 50 THREAD - started 'SimThread' (0x700004f63000) [21:15:07.828] [11] [INFO] World 'STRINGS.WORLDS.TUNDRAMOONLET.NAME' is overriding setting 'OverworldDensityMin' [21:15:07.828] [11] [INFO] World 'STRINGS.WORLDS.TUNDRAMOONLET.NAME' is overriding setting 'OverworldDensityMax' [21:15:07.828] [11] [INFO] World 'STRINGS.WORLDS.TUNDRAMOONLET.NAME' is overriding setting 'OverworldAvoidRadius' [21:15:07.828] [11] [INFO] World 'STRINGS.WORLDS.TUNDRAMOONLET.NAME' is overriding setting 'OverworldSampleBehaviour' [21:15:07.828] [11] [INFO] Generating overworld points using PoissonDisk, density 15 [21:15:07.828] [11] [INFO] -> Generated 25 points [21:15:08.043] [11] [INFO] World does not have a starting subworld specified [21:15:08.509] [11] [INFO] World 'STRINGS.WORLDS.TUNDRAMOONLET.NAME' is overriding setting 'DrawWorldBorder' [21:15:08.509] [11] [INFO] World 'STRINGS.WORLDS.TUNDRAMOONLET.NAME' is overriding setting 'DrawWorldBorderOverVacuum' [21:15:08.509] [11] [INFO] World 'STRINGS.WORLDS.TUNDRAMOONLET.NAME' is overriding setting 'WorldBorderThickness' [21:15:08.509] [11] [INFO] World 'STRINGS.WORLDS.TUNDRAMOONLET.NAME' is overriding setting 'WorldBorderRange' [21:15:08.509] [11] [INFO] World does not have a starting subworld specified [21:15:08.614] [11] [INFO] Spawned a poi/poi_frozen_iron_geyser_2 in cell 55 [21:15:08.724] [11] [INFO] Spawned a poi/poi_frozen_iron_geyser_3 in cell 25 [21:15:08.835] [11] [INFO] Spawned a poi/poi_frozen_iron_geyser in cell 60 [21:15:08.961] [11] [INFO] Spawned a poi/poi_frozen_iron_geyser_4 in cell 49 THREAD - started 'SimThread' (0x700004f63000) [21:15:09.798] [11] [INFO] World 'STRINGS.WORLDS.MARSHYMOONLET.NAME' is overriding setting 'OverworldDensityMin' [21:15:09.798] [11] [INFO] World 'STRINGS.WORLDS.MARSHYMOONLET.NAME' is overriding setting 'OverworldDensityMax' [21:15:09.798] [11] [INFO] World 'STRINGS.WORLDS.MARSHYMOONLET.NAME' is overriding setting 'OverworldAvoidRadius' [21:15:09.798] [11] [INFO] World 'STRINGS.WORLDS.MARSHYMOONLET.NAME' is overriding setting 'OverworldSampleBehaviour' [21:15:09.798] [11] [INFO] Generating overworld points using PoissonDisk, density 15 [21:15:09.798] [11] [INFO] -> Generated 16 points [21:15:09.920] [11] [INFO] World does not have a starting subworld specified [21:15:10.496] [11] [INFO] World 'STRINGS.WORLDS.MARSHYMOONLET.NAME' is overriding setting 'DrawWorldBorder' [21:15:10.496] [11] [INFO] World 'STRINGS.WORLDS.MARSHYMOONLET.NAME' is overriding setting 'DrawWorldBorderOverVacuum' [21:15:10.496] [11] [INFO] World 'STRINGS.WORLDS.MARSHYMOONLET.NAME' is overriding setting 'WorldBorderThickness' [21:15:10.496] [11] [INFO] World 'STRINGS.WORLDS.MARSHYMOONLET.NAME' is overriding setting 'WorldBorderRange' [21:15:10.496] [11] [INFO] World does not have a starting subworld specified [21:15:10.626] [11] [INFO] Spawned a poi/poi_molten_tungsten_volcano_3 in cell 54 [21:15:10.752] [11] [INFO] Spawned a poi/poi_molten_tungsten_volcano in cell 23 [21:15:10.831] [11] [INFO] Spawned a poi/poi_molten_tungsten_volcano_2 in cell 7 THREAD - started 'SimThread' (0x700004f63000) [21:15:11.675] [11] [INFO] World 'STRINGS.WORLDS.NIOBIUMMOONLET.NAME' is overriding setting 'OverworldDensityMin' [21:15:11.675] [11] [INFO] World 'STRINGS.WORLDS.NIOBIUMMOONLET.NAME' is overriding setting 'OverworldDensityMax' [21:15:11.675] [11] [INFO] World 'STRINGS.WORLDS.NIOBIUMMOONLET.NAME' is overriding setting 'OverworldAvoidRadius' [21:15:11.675] [11] [INFO] World 'STRINGS.WORLDS.NIOBIUMMOONLET.NAME' is overriding setting 'OverworldSampleBehaviour' [21:15:11.675] [11] [INFO] Generating overworld points using PoissonDisk, density 15 [21:15:11.675] [11] [INFO] -> Generated 13 points [21:15:11.945] [11] [INFO] World does not have a starting subworld specified [21:15:12.125] [11] [INFO] World 'STRINGS.WORLDS.NIOBIUMMOONLET.NAME' is overriding setting 'DrawWorldBorder' [21:15:12.125] [11] [INFO] World 'STRINGS.WORLDS.NIOBIUMMOONLET.NAME' is overriding setting 'DrawWorldBorderOverVacuum' [21:15:12.125] [11] [INFO] World 'STRINGS.WORLDS.NIOBIUMMOONLET.NAME' is overriding setting 'WorldBorderThickness' [21:15:12.125] [11] [INFO] World 'STRINGS.WORLDS.NIOBIUMMOONLET.NAME' is overriding setting 'WorldBorderRange' [21:15:12.126] [11] [INFO] World does not have a starting subworld specified THREAD - started 'SimThread' (0x700004f63000) Unloading 1 Unused Serialized files (Serialized files now loaded: 1) System memory in use before: 0.63 GB. System memory in use after: 0.64 GB. Unloading 4 unused Assets to reduce memory usage. Loaded Objects now: 70919. Total: 462.001852 ms (FindLiveObjects: 8.491159 ms CreateObjectMapping: 6.856125 ms MarkObjects: 446.457718 ms DeleteObjects: 0.196218 ms) Unloading 5 Unused Serialized files (Serialized files now loaded: 1) UnloadTime: 30.881245 ms System memory in use before: 0.67 GB. System memory in use after: 0.68 GB. Unloading 168 unused Assets to reduce memory usage. Loaded Objects now: 69759. Total: 762.847327 ms (FindLiveObjects: 24.450899 ms CreateObjectMapping: 9.037932 ms MarkObjects: 728.420770 ms DeleteObjects: 0.935997 ms) [21:15:15.575] [1] [INFO] Attempting to start a new game with current world gen [21:15:16.432] [1] [INFO] Generating a world without traits. Either this world has traits disabled or none were specified. [21:15:16.533] [1] [INFO] Set world to [worlds/SwampMoonlet] /Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data/StreamingAssets/worldgen/ [21:15:16.533] [1] [INFO] Generating a world without traits. Either this world has traits disabled or none were specified. [21:15:16.696] [1] [INFO] Set world to [worlds/MetalHeavyLandingSite] /Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data/StreamingAssets/worldgen/ [21:15:16.696] [1] [INFO] Generating a world without traits. Either this world has traits disabled or none were specified. [21:15:16.792] [1] [INFO] Set world to [worlds/OilRichWarpTarget] /Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data/StreamingAssets/worldgen/ [21:15:16.792] [1] [INFO] Generating a world without traits. Either this world has traits disabled or none were specified. [21:15:16.896] [1] [INFO] Set world to [worlds/TundraMoonlet] /Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data/StreamingAssets/worldgen/ [21:15:16.897] [1] [INFO] Generating a world without traits. Either this world has traits disabled or none were specified. [21:15:17.291] [1] [INFO] Set world to [worlds/MarshyMoonlet] /Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data/StreamingAssets/worldgen/ [21:15:17.291] [1] [INFO] Generating a world without traits. Either this world has traits disabled or none were specified. [21:15:17.570] [1] [INFO] Set world to [worlds/NiobiumMoonlet] /Users/nessumo/Library/Application Support/Steam/steamapps/common/OxygenNotIncluded/OxygenNotIncluded.app/Contents/Resources/Data/StreamingAssets/worldgen/ [21:15:17.779] [1] [INFO] Attempt success THREAD - started 'SimThread' (0x70000396a000) [21:15:18.743] [1] [INFO] copying image FrozenWastes type DXT1 size 2048x2048 [21:15:19.661] [1] [INFO] copying image CrystalCaverns type DXT1 size 2048x2048 [21:15:20.125] [1] [INFO] copying image BoggyMarsh type DXT1 size 2048x2048 [21:15:20.516] [1] [INFO] copying image Sandstone type DXT1 size 2048x2048 [21:15:20.719] [1] [INFO] copying image ToxicJungle type DXT1 size 2048x2048 [21:15:21.046] [1] [INFO] copying image MagmaCore type DXT1 size 2048x2048 [21:15:21.169] [1] [INFO] copying image OilField type DXT1 size 2048x2048 [21:15:21.380] [1] [INFO] copying image Space type DXT1 size 2048x2048 [21:15:21.568] [1] [INFO] copying image Ocean type DXT1 size 2048x2048 [21:15:21.745] [1] [INFO] copying image Rust type DXT1 size 2048x2048 [21:15:21.999] [1] [INFO] copying image Forest type DXT1 size 2048x2048 [21:15:22.114] [1] [INFO] copying image Radioactive type DXT1 size 2048x2048 [21:15:22.237] [1] [INFO] copying image Swamp type DXT1 size 2048x2048 [21:15:22.355] [1] [INFO] copying image Wasteland type DXT1 size 2048x2048 [21:15:22.511] [1] [INFO] copying image RocketInterior type DXT1 size 2048x2048 [21:15:23.224] [1] [INFO] 1153.352 Level Loaded.... backend Shader warmup: 69 shaders 222 combinations 0.003s [21:15:25.197] [1] [INFO] World 'STRINGS.WORLDS.IDEALLANDINGSITE.NAME' is overriding setting 'DrawWorldBorder' [21:15:25.198] [1] [INFO] World 'STRINGS.WORLDS.IDEALLANDINGSITE.NAME' is overriding setting 'DrawWorldBorderOverVacuum' [21:15:25.199] [1] [INFO] World 'STRINGS.WORLDS.STRANGERICHSANDSTONE.NAME' is overriding setting 'DrawWorldBorder' [21:15:25.199] [1] [INFO] World 'STRINGS.WORLDS.STRANGERICHSANDSTONE.NAME' is overriding setting 'DrawWorldBorderOverVacuum' [21:15:25.200] [1] [INFO] World 'STRINGS.WORLDS.TUNDRAMOONLET.NAME' is overriding setting 'DrawWorldBorder' [21:15:25.200] [1] [INFO] World 'STRINGS.WORLDS.TUNDRAMOONLET.NAME' is overriding setting 'DrawWorldBorderOverVacuum' [21:15:25.200] [1] [INFO] World 'STRINGS.WORLDS.MARSHYMOONLET.NAME' is overriding setting 'DrawWorldBorder' [21:15:25.200] [1] [INFO] World 'STRINGS.WORLDS.MARSHYMOONLET.NAME' is overriding setting 'DrawWorldBorderOverVacuum' [21:15:25.200] [1] [INFO] World 'STRINGS.WORLDS.NIOBIUMMOONLET.NAME' is overriding setting 'DrawWorldBorder' [21:15:25.200] [1] [INFO] World 'STRINGS.WORLDS.NIOBIUMMOONLET.NAME' is overriding setting 'DrawWorldBorderOverVacuum' [21:15:25.200] [1] [WARNING] No name table provided to generate world name. Using GENERIC [21:15:25.202] [1] [INFO] -- GAME -- [21:15:25.353] [1] [INFO] Checking which steam branch we're on. Got: [] [21:15:25.464] [1] [INFO] Screen resolution updated, saving values to prefs: 1440x900 @ 60, fullscreen: True [21:15:30.221] [1] [WARNING] AdjustLoad() failed [21:15:40.084] [1] [WARNING] AdjustLoad() failed [21:15:42.238] [1] [WARNING] AdjustLoad() failed [21:15:44.937] [1] [WARNING] AdjustLoad() failed [21:15:59.664] [1] [WARNING] AdjustLoad() failed [21:16:00.943] [1] [WARNING] AdjustLoad() failed [21:16:28.524] [1] [WARNING] AdjustLoad() failed [21:16:31.436] [1] [WARNING] AdjustLoad() failed [21:16:38.302] [1] [WARNING] AdjustLoad() failed [21:16:41.225] [1] [WARNING] AdjustLoad() failed [21:16:50.511] [1] [WARNING] AdjustLoad() failed [21:17:29.286] [1] [WARNING] AdjustLoad() failed [21:17:29.355] [1] [WARNING] AdjustLoad() failed [21:17:29.415] [1] [WARNING] AdjustLoad() failed [21:17:29.418] [1] [WARNING] AdjustLoad() failed [21:17:33.615] [1] [WARNING] AdjustLoad() failed [21:17:34.277] [1] [WARNING] AdjustLoad() failed [21:17:34.323] [1] [WARNING] AdjustLoad() failed [21:17:34.546] [1] [WARNING] AdjustLoad() failed [21:17:35.247] [1] [WARNING] AdjustLoad() failed [21:17:35.327] [1] [WARNING] AdjustLoad() failed [21:17:38.282] [1] [WARNING] AdjustLoad() failed [21:17:40.230] [1] [WARNING] AdjustLoad() failed [21:17:40.837] [1] [WARNING] AdjustLoad() failed [21:17:40.945] [1] [WARNING] AdjustLoad() failed [21:17:40.987] [1] [WARNING] AdjustLoad() failed [21:17:41.197] [1] [WARNING] AdjustLoad() failed [21:17:41.807] [1] [WARNING] AdjustLoad() failed [21:17:42.959] [1] [WARNING] AdjustLoad() failed [21:17:43.717] [1] [WARNING] AdjustLoad() failed [21:17:43.805] [1] [WARNING] AdjustLoad() failed [21:17:43.912] [1] [WARNING] AdjustLoad() failed [21:17:46.948] [1] [WARNING] AdjustLoad() failed [21:17:47.073] [1] [WARNING] AdjustLoad() failed [21:17:48.519] [1] [WARNING] AdjustLoad() failed [21:17:48.571] [1] [WARNING] AdjustLoad() failed [21:17:48.732] [1] [WARNING] AdjustLoad() failed [21:17:52.098] [1] [WARNING] AdjustLoad() failed [21:17:52.165] [1] [WARNING] AdjustLoad() failed [21:17:53.590] [1] [WARNING] AdjustLoad() failed [21:17:53.634] [1] [WARNING] AdjustLoad() failed [21:17:53.733] [1] [WARNING] AdjustLoad() failed [21:17:53.814] [1] [WARNING] AdjustLoad() failed [21:18:03.829] [1] [WARNING] AdjustLoad() failed [21:18:10.028] [1] [WARNING] AdjustLoad() failed [21:18:17.264] [1] [WARNING] AdjustLoad() failed [21:18:25.428] [1] [WARNING] AdjustLoad() failed [21:18:29.539] [1] [WARNING] AdjustLoad() failed [21:18:38.296] [1] [WARNING] AdjustLoad() failed [21:18:53.147] [1] [WARNING] AdjustLoad() failed [21:18:57.553] [1] [WARNING] AdjustLoad() failed [21:19:00.531] [1] [WARNING] AdjustLoad() failed [21:19:13.364] [1] [WARNING] AdjustLoad() failed [21:19:14.258] [1] [WARNING] AdjustLoad() failed [21:19:19.429] [1] [WARNING] AdjustLoad() failed [21:19:19.530] [1] [WARNING] AdjustLoad() failed [21:19:21.370] [1] [WARNING] AdjustLoad() failed [21:19:24.050] [1] [WARNING] AdjustLoad() failed [21:19:27.230] [1] [WARNING] AdjustLoad() failed [21:19:47.053] [1] [WARNING] AdjustLoad() failed [21:19:49.834] [1] [WARNING] AdjustLoad() failed [21:20:08.534] [1] [WARNING] AdjustLoad() failed [21:20:08.689] [1] [WARNING] AdjustLoad() failed [21:20:12.662] [1] [WARNING] AdjustLoad() failed [21:20:16.365] [1] [WARNING] AdjustLoad() failed [21:20:31.452] [1] [WARNING] AdjustLoad() failed [21:20:32.632] [1] [WARNING] AdjustLoad() failed [21:20:40.611] [1] [WARNING] AdjustLoad() failed [21:20:43.233] [1] [WARNING] AdjustLoad() failed [21:20:47.066] [1] [WARNING] AdjustLoad() failed [21:20:47.207] [1] [WARNING] AdjustLoad() failed [21:21:19.449] [1] [WARNING] AdjustLoad() failed [21:21:38.278] [1] [WARNING] AdjustLoad() failed [21:21:45.732] [1] [WARNING] AdjustLoad() failed [21:21:47.448] [1] [WARNING] AdjustLoad() failed [21:21:48.249] [1] [WARNING] AdjustLoad() failed [21:22:02.248] [1] [WARNING] AdjustLoad() failed [21:22:13.767] [1] [WARNING] AdjustLoad() failed [21:22:14.326] [1] [WARNING] AdjustLoad() failed [21:22:14.551] [1] [WARNING] AdjustLoad() failed [21:22:14.651] [1] [WARNING] AdjustLoad() failed [21:22:14.716] [1] [WARNING] AdjustLoad() failed [21:22:15.180] [1] [WARNING] AdjustLoad() failed [21:22:16.391] [1] [WARNING] AdjustLoad() failed [21:22:19.848] [1] [WARNING] AdjustLoad() failed [21:22:20.696] [1] [WARNING] AdjustLoad() failed [21:22:25.107] [1] [WARNING] AdjustLoad() failed [21:22:25.360] [1] [WARNING] AdjustLoad() failed [21:22:34.299] [1] [WARNING] AdjustLoad() failed [21:22:38.307] [1] [WARNING] AdjustLoad() failed [21:22:48.175] [1] [WARNING] AdjustLoad() failed [21:22:50.936] [1] [WARNING] AdjustLoad() failed [21:22:52.668] [1] [WARNING] AdjustLoad() failed [21:22:57.155] [1] [WARNING] AdjustLoad() failed [21:22:58.323] [1] [WARNING] AdjustLoad() failed [21:23:01.624] [1] [WARNING] AdjustLoad() failed [21:23:02.914] [1] [WARNING] AdjustLoad() failed [21:23:06.604] [1] [WARNING] AdjustLoad() failed [21:23:08.480] [1] [WARNING] AdjustLoad() failed [21:23:08.701] [1] [WARNING] AdjustLoad() failed [21:23:12.058] [1] [WARNING] AdjustLoad() failed [21:23:15.006] [1] [WARNING] AdjustLoad() failed [21:23:15.696] [1] [WARNING] AdjustLoad() failed [21:23:17.030] [1] [WARNING] AdjustLoad() failed [21:23:19.095] [1] [WARNING] AdjustLoad() failed [21:23:19.827] [1] [WARNING] AdjustLoad() failed [21:23:21.514] [1] [WARNING] AdjustLoad() failed [21:23:21.586] [1] [WARNING] AdjustLoad() failed [21:23:22.320] [1] [WARNING] AdjustLoad() failed [21:23:25.583] [1] [WARNING] AdjustLoad() failed [21:23:38.305] [1] [WARNING] AdjustLoad() failed [21:23:39.229] [1] [WARNING] AdjustLoad() failed [21:23:57.321] [1] [WARNING] AdjustLoad() failed [21:24:01.922] [1] [WARNING] AdjustLoad() failed [21:24:03.698] [1] [WARNING] AdjustLoad() failed [21:24:05.458] [1] [WARNING] AdjustLoad() failed [21:24:09.879] [1] [WARNING] AdjustLoad() failed [21:24:09.978] [1] [WARNING] AdjustLoad() failed [21:24:10.476] [1] [WARNING] AdjustLoad() failed [21:24:12.538] [1] [WARNING] AdjustLoad() failed [21:24:14.563] [1] [WARNING] AdjustLoad() failed [21:24:15.643] [1] [WARNING] AdjustLoad() failed [21:24:17.775] [1] [WARNING] AdjustLoad() failed [21:24:23.524] [1] [WARNING] AdjustLoad() failed [21:24:23.660] [1] [WARNING] AdjustLoad() failed [21:24:23.710] [1] [WARNING] AdjustLoad() failed [21:24:25.020] [1] [WARNING] AdjustLoad() failed [21:24:25.062] [1] [WARNING] AdjustLoad() failed [21:24:25.992] [1] [WARNING] AdjustLoad() failed [21:25:00.734] [1] [WARNING] AdjustLoad() failed [21:25:09.158] [1] [WARNING] AdjustLoad() failed [21:25:11.255] [1] [WARNING] AdjustLoad() failed [21:25:17.754] [1] [WARNING] AdjustLoad() failed [21:25:18.896] [1] [WARNING] AdjustLoad() failed [21:25:22.592] [1] [WARNING] AdjustLoad() failed [21:25:43.449] [1] [WARNING] AdjustLoad() failed [21:26:14.754] [1] [WARNING] AdjustLoad() failed [21:26:23.130] [1] [WARNING] AdjustLoad() failed [21:26:23.936] [1] [WARNING] AdjustLoad() failed [21:26:25.115] [1] [WARNING] AdjustLoad() failed [21:26:25.644] [1] [WARNING] AdjustLoad() failed [21:26:25.699] [1] [WARNING] AdjustLoad() failed [21:26:25.831] [1] [WARNING] AdjustLoad() failed [21:26:26.194] [1] [WARNING] AdjustLoad() failed [21:26:26.878] [1] [WARNING] AdjustLoad() failed [21:26:34.075] [1] [WARNING] AdjustLoad() failed [21:26:36.175] [1] [WARNING] AdjustLoad() failed [21:26:38.690] [1] [WARNING] AdjustLoad() failed [21:26:39.346] [1] [WARNING] AdjustLoad() failed [21:26:53.254] [1] [WARNING] AdjustLoad() failed [21:27:00.318] [1] [WARNING] AdjustLoad() failed [21:27:04.257] [1] [WARNING] AdjustLoad() failed [21:27:06.692] [1] [WARNING] AdjustLoad() failed [21:27:15.273] [1] [WARNING] AdjustLoad() failed [21:27:18.872] [1] [WARNING] AdjustLoad() failed [21:27:35.676] [1] [WARNING] AdjustLoad() failed [21:27:51.236] [1] [WARNING] AdjustLoad() failed [21:28:01.059] [1] [WARNING] AdjustLoad() failed [21:28:25.900] [1] [WARNING] AdjustLoad() failed [21:28:25.989] [1] [WARNING] AdjustLoad() failed [21:28:26.597] [1] [WARNING] AdjustLoad() failed [21:28:38.291] [1] [WARNING] AdjustLoad() failed [21:28:51.238] [1] [WARNING] AdjustLoad() failed [21:29:06.455] [1] [WARNING] AdjustLoad() failed [21:29:10.278] [1] [WARNING] AdjustLoad() failed [21:29:17.798] [1] [WARNING] AdjustLoad() failed [21:29:54.891] [1] [WARNING] AdjustLoad() failed [21:30:01.768] [1] [WARNING] AdjustLoad() failed [21:30:04.266] [1] [WARNING] AdjustLoad() failed [21:30:06.022] [1] [WARNING] AdjustLoad() failed [21:30:06.495] [1] [WARNING] AdjustLoad() failed [21:30:06.856] [1] [WARNING] AdjustLoad() failed [21:30:08.041] [1] [WARNING] AdjustLoad() failed [21:30:19.082] [1] [WARNING] AdjustLoad() failed [21:30:19.593] [1] [WARNING] AdjustLoad() failed [21:30:44.041] [1] [WARNING] AdjustLoad() failed [21:30:47.124] [1] [WARNING] AdjustLoad() failed [21:30:50.890] [1] [WARNING] AdjustLoad() failed [21:31:01.101] [1] [WARNING] AdjustLoad() failed [21:31:01.450] [1] [WARNING] AdjustLoad() failed [21:31:02.154] [1] [WARNING] AdjustLoad() failed [21:31:10.500] [1] [WARNING] AdjustLoad() failed [21:31:10.562] [1] [WARNING] AdjustLoad() failed [21:31:10.611] [1] [WARNING] AdjustLoad() failed [21:31:10.673] [1] [WARNING] AdjustLoad() failed [21:31:12.154] [1] [WARNING] AdjustLoad() failed [21:31:16.642] [1] [WARNING] AdjustLoad() failed [21:31:17.805] [1] [WARNING] AdjustLoad() failed [21:31:39.272] [1] [WARNING] AdjustLoad() failed [21:31:40.296] [1] [WARNING] AdjustLoad() failed [21:31:43.307] [1] [WARNING] AdjustLoad() failed [21:31:43.724] [1] [WARNING] AdjustLoad() failed [21:31:55.656] [1] [WARNING] AdjustLoad() failed [21:31:56.004] [1] [WARNING] AdjustLoad() failed [21:32:01.505] [1] [WARNING] AdjustLoad() failed [21:32:02.277] [1] [WARNING] AdjustLoad() failed [21:32:21.291] [1] [WARNING] AdjustLoad() failed [21:32:29.856] [1] [WARNING] AdjustLoad() failed [21:32:38.125] [1] [WARNING] AdjustLoad() failed [21:33:02.286] [1] [WARNING] AdjustLoad() failed [21:33:21.382] [1] [WARNING] AdjustLoad() failed [21:33:21.974] [1] [WARNING] AdjustLoad() failed [21:33:22.632] [1] [WARNING] AdjustLoad() failed [21:33:23.169] [1] [WARNING] AdjustLoad() failed [21:33:26.755] [1] [WARNING] AdjustLoad() failed [21:33:27.954] [1] [WARNING] AdjustLoad() failed [21:33:28.861] [1] [WARNING] AdjustLoad() failed [21:33:31.045] [1] [WARNING] AdjustLoad() failed [21:33:31.771] [1] [WARNING] AdjustLoad() failed [21:33:32.904] [1] [WARNING] AdjustLoad() failed [21:33:44.304] [1] [WARNING] AdjustLoad() failed [21:33:45.239] [1] [WARNING] AdjustLoad() failed [21:34:01.288] [1] [WARNING] AdjustLoad() failed [21:34:01.487] [1] [WARNING] AdjustLoad() failed [21:34:02.291] [1] [WARNING] AdjustLoad() failed [21:34:08.430] [1] [WARNING] AdjustLoad() failed [21:34:15.288] [1] [WARNING] AdjustLoad() failed [21:34:35.268] [1] [WARNING] AdjustLoad() failed [21:34:39.150] [1] [WARNING] AdjustLoad() failed [21:34:42.037] [1] [WARNING] AdjustLoad() failed [21:34:48.070] [1] [WARNING] AdjustLoad() failed [21:34:55.089] [1] [WARNING] AdjustLoad() failed [21:34:58.040] [1] [WARNING] AdjustLoad() failed [21:35:09.233] [1] [WARNING] AdjustLoad() failed [21:35:10.449] [1] [WARNING] AdjustLoad() failed [21:35:17.814] [1] [WARNING] AdjustLoad() failed [21:35:26.935] [1] [WARNING] AdjustLoad() failed [21:35:27.285] [1] [WARNING] AdjustLoad() failed [21:35:31.504] [1] [WARNING] AdjustLoad() failed [21:35:45.872] [1] [WARNING] AdjustLoad() failed [21:35:47.207] [1] [WARNING] AdjustLoad() failed [21:36:04.691] [1] [WARNING] AdjustLoad() failed [21:36:13.738] [1] [WARNING] AdjustLoad() failed [21:36:14.339] [1] [WARNING] AdjustLoad() failed [21:36:21.075] [1] [WARNING] AdjustLoad() failed [21:36:23.067] [1] [WARNING] AdjustLoad() failed [21:36:23.124] [1] [WARNING] AdjustLoad() failed [21:36:23.127] [1] [WARNING] AdjustLoad() failed [21:36:23.161] [1] [WARNING] AdjustLoad() failed [21:36:23.302] [1] [WARNING] AdjustLoad() failed [21:36:24.278] [1] [WARNING] AdjustLoad() failed [21:36:24.769] [1] [WARNING] AdjustLoad() failed [21:36:25.236] [1] [WARNING] AdjustLoad() failed [21:36:35.834] [1] [WARNING] AdjustLoad() failed [21:36:38.113] [1] [WARNING] AdjustLoad() failed [21:37:47.296] [1] [WARNING] AdjustLoad() failed [21:37:48.158] [1] [WARNING] AdjustLoad() failed [21:37:48.214] [1] [WARNING] AdjustLoad() failed [21:37:48.803] [1] [WARNING] AdjustLoad() failed [21:37:49.396] [1] [WARNING] AdjustLoad() failed [21:37:54.592] [1] [WARNING] AdjustLoad() failed [21:38:10.124] [1] [WARNING] AdjustLoad() failed [21:38:45.276] [1] [WARNING] AdjustLoad() failed [21:39:00.965] [1] [WARNING] AdjustLoad() failed [21:39:01.299] [1] [WARNING] AdjustLoad() failed [21:39:15.542] [1] [WARNING] AdjustLoad() failed [21:39:19.154] [1] [WARNING] AdjustLoad() failed [21:39:37.282] [1] [WARNING] AdjustLoad() failed [21:39:45.564] [1] [WARNING] Missing codex biome icon: biomeIconWasteland [21:39:45.567] [1] [WARNING] Missing codex biome icon: biomeIconNiobium [21:39:49.119] [1] [WARNING] missing 'ui' anim in 'artifacts_kanim (KAnimFile)' [21:39:54.204] [1] [WARNING] Trying to stop a song that isn't playing: Music_Starmap [21:39:55.132] [1] [INFO] WattsonMessage OnActivate [21:40:05.551] [1] [INFO] Saved to [/Users/nessumo/Library/Application Support/unity.Klei.Oxygen Not Included/save_files/Alpha-5/Alpha-5.sav] [21:40:06.383] [1] [INFO] Saving screenshot to /Users/nessumo/Library/Application Support/unity.Klei.Oxygen Not Included/save_files/Alpha-5/Alpha-5.png Game.OnApplicationQuit() Setting up 1 worker threads for Enlighten. Thread -> id: 70000396a000 -> priority: 1 ##utp:{"type":"MemoryLeaks","version":2,"phase":"Immediate","time":1605822022339,"processId":88994,"allocatedMemory":1360956,"memoryLabels":[{"Default":104},{"Permanent":24},{"NewDelete":1292266},{"Thread":368},{"Manager":2136},{"GfxDevice":688},{"GfxThread":224},{"Physics":176},{"Serialization":40},{"File":21584},{"String":771},{"DynamicArray":24660},{"Sprites":256},{"GI":296},{"VR":2024},{"Secure":16003},{"Subsystems":-664}]}