Here the stack trace from the exit screen:
Potential infinite transition loop detected in state machine: SleepChoreMonitor(root.checkforbed)
Goto stack:
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
root.sleeponfloor
root.checkforbed
UnityEngine.Debug:LogError (object)
Debug:LogError (object) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Debug.cs:142)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1088)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:833)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteTransition (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254)
GameStateMachine`4/EventTransitionData<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:Evaluate (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:239)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:809)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1128)
SleepChoreMonitor:<InitializeStates>b__6_2 (SleepChoreMonitor/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Minions/Monitors/SleepChoreMonitor.cs:41)
StateMachine`4/GenericInstance<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>:ExecuteActions (StateMachine`4/State<SleepChoreMonitor, SleepChoreMonitor/Instance, IStateMachineTarget, object>,System.Collections.Generic.List`1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:874)
State
Build: 470801
happened during teleport, and not for the first time.
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