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
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[21:34:01.288] [1] [WARNING] AdjustLoad() failed
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[21:35:31.504] [1] [WARNING] AdjustLoad() failed
[21:35:45.872] [1] [WARNING] AdjustLoad() failed
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[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}]}