Mono path[0] = 'C:/Program Files (x86)/Steam/steamapps/common/Modulus/Modulus_Data/Managed'
Mono config path = 'C:/Program Files (x86)/Steam/steamapps/common/Modulus/MonoBleedingEdge/etc'
Input System module state changed to: Initialized.
[Physics::Module] Initialized fallback backend.
[Physics::Module] Id: 0xdecafbad
Initialize engine version: 6000.0.61f1 (74a0adb02c31)
[Subsystems] Discovering subsystems at path C:/Program Files (x86)/Steam/steamapps/common/Modulus/Modulus_Data/UnitySubsystems
kGfxThreadingModeSplitJobs is not supported on Direct3D 11. Reverting to kGfxThreadingModeClientWorkerJobs instead.
GfxDevice: creating device client; kGfxThreadingModeClientWorkerJobs
Direct3D:
    Version:  Direct3D 11.0 [level 11.1]
    Renderer: AMD Radeon Graphics (ID=0x15bf)
    Vendor:   ATI
    VRAM:     8040 MB
    Driver:   32.0.22029.13001
Begin MonoManager ReloadAssembly
- Loaded All Assemblies, in  5.865 seconds
- Finished resetting the current domain, in  0.003 seconds
[Physics::Module] Selected backend.
[Physics::Module] Name: PhysX
[Physics::Module] Id: 0xf2b8ea05
[Physics::Module] SDK Version: 4.1.2
[Physics::Module] Integration Version: 1.0.0
[Physics::Module] Threading Mode: Multi-Threaded
D3D11 device created for Microsoft Media Foundation video decoding.
<RI> Initializing input.
Using Windows.Gaming.Input
Input System polling thread started.
<RI> Input initialized.
LocalizationUtility::TryApplyLocale:252 Identified locale en with code EN
LocalizationUtility::TryApplyLocale:266 Successfully applied language EN
LocalizationUtility::TryApplyLocale:252 Identified locale en with code EN
LocalizationUtility::TryApplyLocale:260 Language is already set to EN
UnloadTime: 2.320900 ms
SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus/GlobalSettings\GeneralPersistentSO.json"
PersistentSOLibrary::LoadAllPersistentSOs:137 Load all persistent SOs! Success: True
GameAnalyticsHandler::SetEnvironment:116 Using regular config
Info/GameAnalytics: Info logging enabled
GameAnalyticsHandler::Initialize:93 UserID: 
Info/GameAnalytics: Set available custom01 dimension values: (CAMPAIGN_MODE, CREATIVE_MODE)
Info/GameAnalytics: Set available custom02 dimension values: (PLAYED_TUTORIAL, SKIPPED_TUTORIAL)
Info/GameAnalytics: Database opened: [REDACTED:Windows User Path]\AppData\Local\GameAnalytics\Unity Root Domain\a85fdcaa50a2af27a9b52c957693caa8\ga.sqlite3
Info/GameAnalytics: Starting a new session.
RenderGraph is now enabled.
Info/GameAnalytics: Add SESSION START event
Info/GameAnalytics: Event queue: Sending 1 events.
Info/GameAnalytics: Event queue: 1 events sent.
[FMOD] Please add an 'FMOD Studio Listener' component to your camera in the scene for correct 3D positioning of sounds.
Info/GameAnalytics: Add ERROR event: {severity:warning, message:[FMOD] Please add an 'FMOD Studio Listener' component to your camera in the scene for correct 3D positioning of sounds. }
Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 16.290800 ms
PlayFabHandler::Awake:38 Using RELEASE config
Destroying duplicate GameAnalytics object - only one is allowed per scene!
SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus/GlobalSettings\GeneralPersistentSO.json"
PersistentSOLibrary::LoadAllPersistentSOs:137 Load all persistent SOs! Success: True
GameAnalyticsHandler::Awake:40 Destroying Duplicate Handler instance
Steam Using regular appId
DiscordHandler::UpdatePresence:66 Discord not ready, cannot update presence
SteamHandler::UpdatePresence:124 Steam not ready, cannot update presence
PlayFabHandler::GetTitleData:183 Getting info from title data cache with key ScreenshotContestInfo
PlayFabHandler::Login:87 Attempting login sequence ...
Info/GameAnalytics: Add ERROR event: {severity:warning, message:Destroying duplicate GameAnalytics object - only one is allowed per scene! }
Info/GameAnalytics: Event queue: Sending 2 events.
DiscordHandler::Start:47 Discord handler initialized successfully
SteamHandler::UpdatePresence:142 Steam presence updated: State=Planning it all out, Details=#MainMenu
UnityAnalyticsHandler::Start:69 Unity Analytics initializing with environment: production
Info/GameAnalytics: Event queue: 2 events sent.
SteamHandler::HasSupportersEdition:109 SteamHandler evaluating subscription of Supporters Edition
SteamHandler::HasSupportersEdition:109 SteamHandler evaluating subscription of Supporters Edition
MainMenu::ShowGDPRModal:78 Skipping GDPR modal, because it was already shown!
<color=#0099bc><b>DOTWEEN ► </b></color>DEBUG MODE INFO ► [tween target: SupportLogoScreen]
Target or field is missing/null (Void ThrowNullReferenceException(System.Object)) ► Object reference not set to an instance of an object.

  at UnityEngine.Bindings.ThrowHelper.ThrowNullReferenceException (System.Object obj) [0x00018] in <34dfe0fc203d4e048ffa90bb9973774a>:0 
  at UnityEngine.CanvasGroup.set_alpha (System.Single value) [0x00006] in <36d5d1eede1148d88433873f20659774>:0 
  at DG.Tweening.DOTweenModuleUI+<>c__DisplayClass0_0.<DOFade>b__1 (System.Single x) [0x00000] in <87586e0c1bd543b0b73ca1e08b319943>:0 
  at DG.Tweening.Plugins.FloatPlugin.EvaluateAndApply (DG.Tweening.Plugins.Options.FloatOptions options, DG.Tweening.Tween t, System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter, DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, System.Single startValue, System.Single changeValue, System.Single duration, System.Boolean usingInversePosition, System.Int32 newCompletedSteps, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x000e3] in <82a2fd073ee449928e161903460426d7>:0 
  at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps, System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in <82a2fd073ee449928e161903460426d7>:0 

DiscordHandler::UpdatePresence:109 Failed to update Discord presence: ErrorType: 9 Error: 
Unloading 25 unused Assets to reduce memory usage. Loaded Objects now: 166081.
Total: 50.946600 ms (FindLiveObjects: 13.335900 ms CreateObjectMapping: 10.999600 ms MarkObjects: 26.353200 ms  DeleteObjects: 0.257200 ms)

<color=#0099bc><b>DOTWEEN ► </b></color>DEBUG MODE INFO ► [tween target: Group]
Target or field is missing/null (Void ThrowNullReferenceException(System.Object)) ► Object reference not set to an instance of an object.

  at UnityEngine.Bindings.ThrowHelper.ThrowNullReferenceException (System.Object obj) [0x00018] in <34dfe0fc203d4e048ffa90bb9973774a>:0 
  at UnityEngine.CanvasGroup.set_alpha (System.Single value) [0x00006] in <36d5d1eede1148d88433873f20659774>:0 
  at DG.Tweening.DOTweenModuleUI+<>c__DisplayClass0_0.<DOFade>b__1 (System.Single x) [0x00000] in <87586e0c1bd543b0b73ca1e08b319943>:0 
  at DG.Tweening.Plugins.FloatPlugin.EvaluateAndApply (DG.Tweening.Plugins.Options.FloatOptions options, DG.Tweening.Tween t, System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter, DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, System.Single startValue, System.Single changeValue, System.Single duration, System.Boolean usingInversePosition, System.Int32 newCompletedSteps, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x000e3] in <82a2fd073ee449928e161903460426d7>:0 
  at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps, System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in <82a2fd073ee449928e161903460426d7>:0 

StartScreen::OnContinueButtonClicked:184 Autosave isn't the latest saved savegame 04/04/2026 13:15:22 vs 04/04/2026 13:25:49
StartScreen::OnContinueButtonClicked:188 Load non autosave game
SteamPlayFabConnector::OnLoginComplete:54 Completed login to platform
PlayFabHandler::OnLoginSequenceComplete:95 Completed login sequence successfully for player 451976E795F91C98
PlayFabHandler::RenewDataCache:124 Retrieving player combined info for player 451976E795F91C98
PlayFabHandler::OnGetPlayerCombinedInfoSuccess:146 Retrieved player combined info for player 451976E795F91C98
SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\cache\titledata.json"
DownloadQueue::Success:44 IntegrationHandler succesfully downloaded image from https://cdnehv-fceye6euc4b0cpfs.z01.azurefd.net/modulus/startscreen/startscreen-newcontest.jpg
Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 56.003100 ms
Destroying duplicate GameAnalytics object - only one is allowed per scene!
TransformJobManager::InitializeNativeCollections:105 Allocating space for 1024 transforms in TransformJobManager.
TransformJobManager::InitializeNativeCollections:132 Initialized Native Collections.
CullingJobManager::InitializeNativeCollections:134 Allocating space for 4096 conveyor belts in CullingJobManager.
SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus/GlobalSettings\GeneralPersistentSO.json"
PersistentSOLibrary::LoadAllPersistentSOs:137 Load all persistent SOs! Success: True
UnityAnalyticsHandler::Awake:50 Destroying Duplicate Handler instance
SteamHandler::HasSupportersEdition:109 SteamHandler evaluating subscription of Supporters Edition
GameAnalyticsHandler::Awake:40 Destroying Duplicate Handler instance
SteamAchievementsController::Init:37 Track achievement: LOCAL_10_ACTIVE_FREIGHTERS
SteamAchievementsController::Init:37 Track achievement: LOCAL_12_ACTIVE_FREIGHTERS
SteamAchievementsController::Init:37 Track achievement: LOCAL_14_ACTIVE_FREIGHTERS
SteamAchievementsController::Init:37 Track achievement: LOCAL_16_ACTIVE_FREIGHTERS
SteamAchievementsController::Init:37 Track achievement: LOCAL_25_FULL_BUILDINGS
SteamAchievementsController::Init:37 Track achievement: LOCAL_40_FULL_BUILDINGS
SteamAchievementsController::Init:37 Track achievement: LOCAL_50_FULL_BUILDINGS
SteamAchievementsController::Init:37 Track achievement: LOCAL_MONUMENTS_SAME_ISLAND
SteamAchievementsController::Init:43 Not Tracking achievement: LOCAL_BABY_CUBE
SteamAchievementsController::Init:37 Track achievement: LOCAL_BLUE_MONUMENT
SteamAchievementsController::Init:37 Track achievement: LOCAL_BOT_IN_SCRAPPER
SteamAchievementsController::Init:37 Track achievement: LOCAL_FIRST_COOLANT
SteamAchievementsController::Init:43 Not Tracking achievement: LOCAL_FIRST_DATASHARD
SteamAchievementsController::Init:43 Not Tracking achievement: LOCAL_FIRST_HEXACRYSTAL
SteamAchievementsController::Init:43 Not Tracking achievement: LOCAL_FIRST_OIL
SteamAchievementsController::Init:43 Not Tracking achievement: LOCAL_FIRST_PAINT
SteamAchievementsController::Init:37 Track achievement: LOCAL_GNN_GATE
SteamAchievementsController::Init:37 Track achievement: LOCAL_GREY_MONUMENT
SteamAchievementsController::Init:43 Not Tracking achievement: LOCAL_UNLOCK_ISLAND
SteamAchievementsController::Init:37 Track achievement: LOCAL_MEGA_CUBE
SteamAchievementsController::Init:37 Track achievement: LOCAL_OVERCLOCK_BUILDING
SteamAchievementsController::Init:37 Track achievement: LOCAL_RANK_8_WITH_3_ISLANDS
SteamAchievementsController::Init:37 Track achievement: LOCAL_RANK_10
SteamAchievementsController::Init:37 Track achievement: LOCAL_RANK_20
SteamAchievementsController::Init:37 Track achievement: LOCAL_RANK_25
SteamAchievementsController::Init:37 Track achievement: LOCAL_COMPLETED_TECH_TREE
SteamAchievementsController::Init:37 Track achievement: LOCAL_40K_BOTS
SteamAchievementsController::Init:37 Track achievement: LOCAL_25K_DROIDS
SteamAchievementsController::Init:37 Track achievement: LOCAL_5K_HYPERDROIDS
SteamAchievementsController::Init:37 Track achievement: LOCAL_25K_MECHS
SteamAchievementsController::Init:37 Track achievement: LOCAL_5K_ULTRAMECHS
SteamAchievementsController::Init:37 Track achievement: LOCAL_YELLOW_MONUMENT
AutoSaver::WaitForAutoSave:67 Starting Autosave Interval!
IntegrationManager::ClearExistingCredentials:274 ClearExistingCredentials
Unloading 41 unused Assets to reduce memory usage. Loaded Objects now: 302893.
Total: 83.525000 ms (FindLiveObjects: 23.019100 ms CreateObjectMapping: 20.427000 ms MarkObjects: 38.854200 ms  DeleteObjects: 1.224200 ms)

TransformJobManager::DestroyNativeCollections:221 Destroyed Native Collections.
TransformJobManager::InitializeNativeCollections:105 Allocating space for 1024 transforms in TransformJobManager.
TransformJobManager::InitializeNativeCollections:132 Initialized Native Collections.
CullingJobManager::InitializeNativeCollections:134 Allocating space for 4096 conveyor belts in CullingJobManager.
AmbientAudioController::HandlePreLoad:76 Handle pre load!
DiscordHandler::ClearPresence:126 Discord presence cleared
SteamHandler::ClearPresence:157 Steam presence cleared
ProductionHistoryPersistentSO::ApplyLoadedSaveData:62 Applied Savegame!
DiscordHandler::ClearPresence:126 Discord presence cleared
SteamHandler::ClearPresence:157 Steam presence cleared
StatisticsPersistentSO::ApplyLoadedSaveData:19 Applied Savegame!
PersistentSOLibrary::LoadAllPersistentSOs:137 Load all persistent SOs! Success: True
SteamHandler::HasSupportersEdition:109 SteamHandler evaluating subscription of Supporters Edition
SaveSystem::TrySaveData:178 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/PersistentSOs\SaveInfoPersistentSO.json"
Info/GameAnalytics: Set custom02 dimension value: SKIPPED_TUTORIAL
Info/GameAnalytics: Set custom01 dimension value: CAMPAIGN_MODE
FactoryLoader::LoadIsland:338 ISLAND dd362f65-409b-4cd2-b5a1-9117e533c712 in position: (-1, 0, 12) position 0: (-1, 0, 12) world position: (-22, 0, 264)
FactoryLoader::LoadIsland:338 ISLAND 3fb3f515-0193-46f2-a293-2f4f9f5266b3 in position: (-3, 0, 10) position 0: (-3, 0, 10) world position: (-66, 0, 220)
FactoryLoader::LoadIsland:338 ISLAND a3bef42e-d9c8-4ad1-91ea-100a23d83d66 in position: (0, 0, 9) position 0: (0, 0, 9) world position: (0, 0, 198)
FactoryLoader::LoadIsland:338 ISLAND 23623793-ed39-4a7c-ad09-b62fc97674b3 in position: (4, 0, 9) position 0: (4, 0, 9) world position: (88, 0, 198)
FactoryLoader::LoadIsland:338 ISLAND 7e2bcd25-f60f-4d01-86c3-845cfd17bf19 in position: (7, 0, 8) position 0: (7, 0, 8) world position: (154, 0, 176)
FactoryLoader::LoadIsland:338 ISLAND 1661cb02-7352-435d-8915-64de3883a5ce in position: (9, 0, 8) position 0: (9, 0, 8) world position: (198, 0, 176)
FactoryLoader::LoadIsland:338 ISLAND b8d0cefd-30aa-4f12-a362-a5489e1983cb in position: (-4, 0, 7) position 0: (-4, 0, 7) world position: (-88, 0, 154)
FactoryLoader::LoadIsland:338 ISLAND 5e0b2439-fbe3-4f2e-9396-5102101d49f7 in position: (-8, 0, 5) position 0: (-8, 0, 5) world position: (-176, 0, 110)
FactoryLoader::LoadIsland:338 ISLAND a88deb34-320d-435f-a126-574fb8899f7a in position: (-5, 0, 4) position 0: (-5, 0, 4) world position: (-110, 0, 88)
FactoryLoader::LoadIsland:338 ISLAND a643f067-0a2a-41d3-8557-6bee4d316a03 in position: (0, 0, 5) position 0: (0, 0, 5) world position: (0, 0, 110)
FactoryLoader::LoadIsland:338 ISLAND a1012583-5a62-4997-a693-69dcf9f4a50b in position: (3, 0, 6) position 0: (3, 0, 6) world position: (66, 0, 132)
FactoryLoader::LoadIsland:338 ISLAND ac1f03e9-9889-48e8-b846-badbd4e7faa2 in position: (6, 0, 5) position 0: (6, 0, 5) world position: (132, 0, 110)
FactoryLoader::LoadIsland:338 ISLAND ce44b616-4523-4840-bf33-e6c2dd25a54f in position: (-9, 0, 2) position 0: (-9, 0, 2) world position: (-198, 0, 44)
FactoryLoader::LoadIsland:338 ISLAND d817bc62-4eef-4847-8dc8-b32756aa820b in position: (-7, 0, 2) position 0: (-7, 0, 2) world position: (-154, 0, 44)
FactoryLoader::LoadIsland:338 ISLAND d61810c8-131e-4b33-a366-439ed66ff312 in position: (-4, 0, 1) position 0: (-4, 0, 1) world position: (-88, 0, 22)
FactoryLoader::LoadIsland:338 ISLAND 184e75fd-45b2-4e71-a6e9-f1bde1e3ce3a in position: (4, 0, 1) position 0: (4, 0, 1) world position: (88, 0, 22)
FactoryLoader::LoadIsland:338 ISLAND 9bf48d77-60b9-48b1-b1c6-26aa6e87cb9d in position: (7, 0, 2) position 0: (7, 0, 2) world position: (154, 0, 44)
FactoryLoader::LoadIsland:338 ISLAND fe549b66-fb77-4a10-b0f8-db8e67bb1d60 in position: (10, 0, 1) position 0: (10, 0, 1) world position: (220, 0, 22)
FactoryLoader::LoadIsland:338 ISLAND fc260fcf-e261-4660-8dae-48beecfdd46a in position: (13, 0, 2) position 0: (13, 0, 2) world position: (286, 0, 44)
FactoryLoader::LoadIsland:338 ISLAND a70419ed-b93d-4ad8-833c-cd55d136640b in position: (-8, 0, -1) position 0: (-8, 0, -1) world position: (-176, 0, -22)
FactoryLoader::LoadIsland:338 ISLAND ba18462a-06d6-4e0f-974b-5d4f2e44be3e in position: (-5, 0, -2) position 0: (-5, 0, -2) world position: (-110, 0, -44)
FactoryLoader::LoadIsland:338 ISLAND d2eceac6-0680-48a3-be49-27bf9a399e88 in position: (0, 0, -3) position 0: (0, 0, -3) world position: (0, 0, -66)
FactoryLoader::LoadIsland:338 ISLAND 3668623f-8ec6-4d10-8546-0196ba994f1b in position: (5, 0, -2) position 0: (5, 0, -2) world position: (110, 0, -44)
FactoryLoader::LoadIsland:338 ISLAND 89bfd5a1-d165-4892-a737-2fe4f714e73d in position: (-9, 0, -4) position 0: (-9, 0, -4) world position: (-198, 0, -88)
FactoryLoader::LoadIsland:338 ISLAND 23623793-ed39-4a7c-ad09-b62fc97674b3 in position: (-6, 0, -5) position 0: (-6, 0, -5) world position: (-132, 0, -110)
FactoryLoader::LoadIsland:338 ISLAND d730f963-454b-4ce1-9962-0e1e44ad5f20 in position: (-3, 0, -4) position 0: (-3, 0, -4) world position: (-66, 0, -88)
FactoryLoader::LoadIsland:338 ISLAND 535af1cd-1771-455b-8ff4-5fc1e469b897 in position: (-2, 0, -7) position 0: (-2, 0, -7) world position: (-44, 0, -154)
FactoryLoader::LoadIsland:338 ISLAND 43f948ab-2d8f-4aa1-af4d-ce1aede7d374 in position: (1, 0, -6) position 0: (1, 0, -6) world position: (22, 0, -132)
FactoryLoader::LoadIsland:338 ISLAND 9c5b971b-fac3-40d4-a2b5-d7b42306ebe2 in position: (4, 0, -5) position 0: (4, 0, -5) world position: (88, 0, -110)
FactoryLoader::LoadIsland:338 ISLAND 3d402738-8e07-4278-bd34-a50edf85d48b in position: (8, 0, -3) position 0: (8, 0, -3) world position: (176, 0, -66)
Info/GameAnalytics: Event queue: No events to send
FactoryLoader::LoadIsland:338 ISLAND 405e7ff5-c937-4769-a923-29b31803fb59 in position: (0, 0, 1) position 0: (0, 0, 1) world position: (0, 0, 22)
FactoryLoader::LoadIsland:338 ISLAND 3b04b202-b6dd-4d56-b475-7edb37ba0622 in position: (10, 0, 5) position 0: (10, 0, 5) world position: (220, 0, 110)
FactoryLoader::LoadIsland:338 ISLAND c5eb8942-1cfb-4cf4-a956-6d3d7008f965 in position: (14, 0, 5) position 0: (14, 0, 5) world position: (308, 0, 110)
FactoryLoader::LoadIsland:338 ISLAND 2593ac08-7542-443d-a873-2a29fe1a7f5f in position: (12, 0, 9) position 0: (12, 0, 9) world position: (264, 0, 198)
UnlockedIslandsPersistentSO::UnlockIsland:84 Island already unlocked (0, 0, 22) (Island)
FactoryLoader::ApplyMapSaveData:306 ISLAND 30 start unlocked
CullingJobManager::AddChunkNativeCollections:163 Resizing Native Collections from 4096 to 8192
CullingJobManager::AddChunkNativeCollections:163 Resizing Native Collections from 8192 to 12288
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_DoubleHexaCrystalData_autoEx/DoubleHexaCrystal(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_DoubleHexaCrystalData_autoEx/DoubleHexaCrystal(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_DoubleHexaCrystalData_autoEx/DoubleHexaCrystal(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_DoubleHexaCrystalData_autoEx/DoubleHexaCrystal(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_DoubleHexaCrystalData_autoEx/DoubleHexaCrystal(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_DoubleHexaCrystalData_autoEx/DoubleHexaCrystal(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SolariteResourceData/SolariteResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SolariteResourceData/SolariteResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SolariteResourceData/SolariteResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SolariteResourceData/SolariteResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_DoubleHexaCrystalData_autoEx/DoubleHexaCrystal(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_DoubleHexaCrystalData_autoEx/DoubleHexaCrystal(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_DoubleHexaCrystalData_autoEx/DoubleHexaCrystal(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_DoubleHexaCrystalData_autoEx/DoubleHexaCrystal(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_DoubleHexaCrystalData_autoEx/DoubleHexaCrystal(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_DoubleHexaCrystalData_autoEx/DoubleHexaCrystal(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_RawResourceData/PolyRockResource(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/DroneCollider"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
CullingJobManager::AddChunkNativeCollections:163 Resizing Native Collections from 12288 to 16384
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_MonotonerData_autoEx/Monotoner(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_MonotonerData_autoEx/Monotoner(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_MonotonerData_autoEx/Monotoner(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_HarvesterPadData_autoEx/HarvesterPad(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_HarvesterPadData_autoEx/HarvesterPad(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SolariteExtractorData_autoEx/SolariteExtractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SolariteExtractorData_autoEx/SolariteExtractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SolariteExtractorData_autoEx/SolariteExtractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SolariteExtractorData_autoEx/SolariteExtractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SolariteExtractorData_autoEx/SolariteExtractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SolariteExtractorData_autoEx/SolariteExtractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueBotBuildingData_autoEx/BuildingPrefab(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueBotBuildingData_autoEx/BuildingPrefab(Clone)/DroneCollider"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueProcessorBuildingData_autoEx/BuildingPrefab(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueProcessorBuildingData_autoEx/BuildingPrefab(Clone)/DroneCollider"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/DroneCollider"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_BlueCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/DroneCollider"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyBotBuildingData_autoEx/BuildingPrefab(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyBotBuildingData_autoEx/BuildingPrefab(Clone)/DroneCollider"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyBotBuildingData_autoEx/BuildingPrefab(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyBotBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyBotBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyBotBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyBotBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyBotBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyBotBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyBotBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyBotBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyBotBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyBotBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyBotBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyBotBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyBotBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyBotBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyBotBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyBotBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyBotBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyBotBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_HarvesterPadData_autoEx/HarvesterPad(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_HarvesterPadData_autoEx/HarvesterPad(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_HarvesterPadData_autoEx/HarvesterPad(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_HarvesterPadData_autoEx/HarvesterPad(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_MonotonerData_autoEx/Monotoner(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_MonotonerData_autoEx/Monotoner(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_MonotonerData_autoEx/Monotoner(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyCoreBuildingSmallData_autoEx/BuildingPrefab(Clone)/DroneCollider"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyProcessorBuildingData_autoEx/BuildingPrefab(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyProcessorBuildingData_autoEx/BuildingPrefab(Clone)/DroneCollider"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyProcessorBuildingData_autoEx/BuildingPrefab(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyProcessorBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyProcessorBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyProcessorBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyProcessorBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyProcessorBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyProcessorBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyProcessorBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyProcessorBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyProcessorBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyProcessorBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyProcessorBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyProcessorBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyProcessorBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyProcessorBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyProcessorBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyProcessorBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyProcessorBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_GreyProcessorBuildingData_autoEx/BuildingPrefab(Clone)/BuildingCrane(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_HarvesterPadData_autoEx/HarvesterPad(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_HarvesterPadData_autoEx/HarvesterPad(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_MonotonerData_autoEx/Monotoner(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_DataCenterData_autoEx/DataCenter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_DataCenterData_autoEx/DataCenter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_DataCenterData_autoEx/DataCenter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_DataCenterData_autoEx/DataCenter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_DataCenterData_autoEx/DataCenter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_DataCenterData_autoEx/DataCenter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_TunnelInData_autoEx/InTunnel(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_TunnelInData_autoEx/InTunnel(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_TunnelOutData_autoEx/OutTunnel(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_TunnelOutData_autoEx/OutTunnel(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
FactoryLoader::FinishLoadLevel:211 Level Loaded: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2"
StatisticsAnalyticsIntervalHandler::Initialize:29 GA Cache statistics
SteamHandler::HasSupportersEdition:109 SteamHandler evaluating subscription of Supporters Edition
AmbientAudioController::HandleFinishedLoading:69 Handle finished loading!
SteamHandler::UpdatePresence:142 Steam presence updated: State=Factory Vibin', Details=#Rank4
DiscordHandler::UpdatePresence:109 Failed to update Discord presence: ErrorType: 9 Error: 
Info/GameAnalytics: Add PROGRESSION event: {status:Start, progression01:level_load, progression02:, progression03:, score:0, attempt:0}
Info/GameAnalytics: Add PROGRESSION event: {status:Start, progression01:Quest_UnlockAllMonuments, progression02:Monuments.ObjectiveUnlockAllMonuments, progression03:-, score:0, attempt:0}
Info/GameAnalytics: Add PROGRESSION event: {status:Start, progression01:Quest_UnlockAllMonuments, progression02:Monuments.ObjectiveUnlockGreyMonument, progression03:-, score:0, attempt:0}
Info/GameAnalytics: Add PROGRESSION event: {status:Start, progression01:Quest_UnlockAllMonuments, progression02:Monuments.ObjectiveUnlockBlueMonument, progression03:-, score:0, attempt:0}
Info/GameAnalytics: Add PROGRESSION event: {status:Start, progression01:Quest_UnlockAllMonuments, progression02:Monuments.ObjectiveUnlockYellowMonument, progression03:-, score:0, attempt:0}
Info/GameAnalytics: Event queue: Sending 5 events.
Info/GameAnalytics: Event queue: 5 events sent.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_MonotonerData_autoEx/Monotoner(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Add DESIGN event: {eventId:TechTreeUnlock:Counter, value:235.315887451172}
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: Sending 1 events.
Info/GameAnalytics: Event queue: 1 events sent.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_MonotonerData_autoEx/Monotoner(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
Info/GameAnalytics: Event queue: No events to send
<color=#0099bc><b>DOTWEEN ► </b></color>Max Tweens reached: capacity has automatically been increased from 200/50 to 500/50. Use DOTween.SetTweensCapacity to set it manually at startup
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_MonotonerData_autoEx/Monotoner(Clone)"
Info/GameAnalytics: Event queue: No events to send
AssemblerUI::Ready:201  Shapes Stack Index 0
AssemblerUI::Ready:201  Shapes Stack Index 1
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
SaveInfoPersistentSO::SetAutoSaveSourceSaveName:121 Set auto save source path [REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2
[68] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\CameraPersistentSO.json"
[68] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\CranesPersistentSO.json"
[68] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\CurrencyPersistentSO.json"
[68] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\DronesPersistentSO.json"
[68] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\FactoryUpdaterPersistentSO.json"
[68] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\FreightersPersistentSO.json"
[68] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\LockedFactoryObjectsPersistentSO.json"
[68] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\LockedFactoryToolsPersistentSO.json"
[68] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\MaxLockedBuildingStagePersistentSO.json"
[68] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ObjectivesPersistentSO.json"
[68] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\PinnedModulesPersistentSO.json"
[68] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ProductionHistoryPersistentSO.json"
[68] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ProgressionPersistentSO.json"
[68] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\QuestPersistentSO.json"
[68] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\RankPersistentSO.json"
[68] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\SaveInfoPersistentSO.json"
[68] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\StatisticsPersistentSO.json"
[68] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedIslandsPersistentSO.json"
[68] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedMenusPersistentSO.json"
[68] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedRecipesPersistentSO.json"
[68] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedTechTreeNodesPersistentSO.json"
[68] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ValueModifiersPersistenceSO.json"
[68] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\StoryPersistentSO.json"
[68] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\BreadcrumbsPersistentSO.json"
[67] SaveSystem::TrySaveDataAsync:221 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/shapes.json"
FactorySaver::SaveFactory:99 Success! Saved to directory C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave!
[15] SaveSystem::TrySaveDataAsync:221 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/level.json"
[10] SaveSystem::TrySaveDataAsync:221 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/map.json"
Setting game save backup path: C:/Program Files (x86)/Steam/steamapps/common/Modulus/Modulus_Data/GameSaveBackups/76561197979728319
FactorySaver::CreateBackup:119 Backups: Copying C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave to C:/Program Files (x86)/Steam/steamapps/common/Modulus/Modulus_Data/GameSaveBackups/76561197979728319/AutoSave!
AutoSaveService::AutoSave:25 Autosave to C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave
AutoSaver::WaitForAutoSave:67 Starting Autosave Interval!
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Add DESIGN event: {eventId:Balance:240:Delivered:GreyBot, value:139}
Info/GameAnalytics: Add DESIGN event: {eventId:Balance:240:Delivered:BlueBot, value:356}
Info/GameAnalytics: Add DESIGN event: {eventId:Balance:240:Delivered:GreyDataShard, value:2183}
Info/GameAnalytics: Add DESIGN event: {eventId:Balance:240:Delivered:BlueDataShard, value:220}
Info/GameAnalytics: Add DESIGN event: {eventId:Balance:240:EarnedXP:DeliveryTargets, value:3300}
Info/GameAnalytics: Add DESIGN event: {eventId:Balance:240:EarnedXP:ModuleChallenges, value:1800}
Info/GameAnalytics: Add DESIGN event: {eventId:Balance:240:Unlocked:Island, value:4}
Info/GameAnalytics: Event queue: Sending 7 events.
Info/GameAnalytics: Event queue: 7 events sent.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
AssemblerUI::Ready:201  Shapes Stack Index 0
AssemblerUI::Ready:201  Shapes Stack Index 1
<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null (Void <UpdateBoundIndicator>b__26_1(Single)) ► Object reference not set to an instance of an object

  at Presentation.UI.OperatorUIs.AssemblerUI.<UpdateBoundIndicator>b__26_1 (System.Single x) [0x00000] in <13547913b6f543b4a9964b55c5b90b0f>:0 
  at DG.Tweening.Plugins.FloatPlugin.EvaluateAndApply (DG.Tweening.Plugins.Options.FloatOptions options, DG.Tweening.Tween t, System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter, DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, System.Single startValue, System.Single changeValue, System.Single duration, System.Boolean usingInversePosition, System.Int32 newCompletedSteps, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x000e3] in <82a2fd073ee449928e161903460426d7>:0 
  at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps, System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in <82a2fd073ee449928e161903460426d7>:0 

Info/GameAnalytics: Event queue: No events to send
AssemblerUI::Ready:201  Shapes Stack Index 1
AssemblerUI::Ready:201  Shapes Stack Index 0
<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null (Void <UpdateBoundIndicator>b__26_1(Single)) ► Object reference not set to an instance of an object

  at Presentation.UI.OperatorUIs.AssemblerUI.<UpdateBoundIndicator>b__26_1 (System.Single x) [0x00000] in <13547913b6f543b4a9964b55c5b90b0f>:0 
  at DG.Tweening.Plugins.FloatPlugin.EvaluateAndApply (DG.Tweening.Plugins.Options.FloatOptions options, DG.Tweening.Tween t, System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter, DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, System.Single startValue, System.Single changeValue, System.Single duration, System.Boolean usingInversePosition, System.Int32 newCompletedSteps, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x000e3] in <82a2fd073ee449928e161903460426d7>:0 
  at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps, System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in <82a2fd073ee449928e161903460426d7>:0 

In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
AssemblerUI::Ready:201  Shapes Stack Index 1
AssemblerUI::Ready:201  Shapes Stack Index 0
<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null (Void <UpdateBoundIndicator>b__26_1(Single)) ► Object reference not set to an instance of an object

  at Presentation.UI.OperatorUIs.AssemblerUI.<UpdateBoundIndicator>b__26_1 (System.Single x) [0x00000] in <13547913b6f543b4a9964b55c5b90b0f>:0 
  at DG.Tweening.Plugins.FloatPlugin.EvaluateAndApply (DG.Tweening.Plugins.Options.FloatOptions options, DG.Tweening.Tween t, System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter, DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, System.Single startValue, System.Single changeValue, System.Single duration, System.Boolean usingInversePosition, System.Int32 newCompletedSteps, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x000e3] in <82a2fd073ee449928e161903460426d7>:0 
  at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps, System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in <82a2fd073ee449928e161903460426d7>:0 

Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
AssemblerUI::Ready:201  Shapes Stack Index 1
AssemblerUI::Ready:201  Shapes Stack Index 0
<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null (Void <UpdateBoundIndicator>b__26_1(Single)) ► Object reference not set to an instance of an object

  at Presentation.UI.OperatorUIs.AssemblerUI.<UpdateBoundIndicator>b__26_1 (System.Single x) [0x00000] in <13547913b6f543b4a9964b55c5b90b0f>:0 
  at DG.Tweening.Plugins.FloatPlugin.EvaluateAndApply (DG.Tweening.Plugins.Options.FloatOptions options, DG.Tweening.Tween t, System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter, DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, System.Single startValue, System.Single changeValue, System.Single duration, System.Boolean usingInversePosition, System.Int32 newCompletedSteps, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x000e3] in <82a2fd073ee449928e161903460426d7>:0 
  at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps, System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in <82a2fd073ee449928e161903460426d7>:0 

In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_MonotonerData_autoEx/Monotoner(Clone)"
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_MonotonerData_autoEx/Monotoner(Clone)"
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_MonotonerData_autoEx/Monotoner(Clone)"
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_MonotonerData_autoEx/Monotoner(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
Info/GameAnalytics: Event queue: No events to send
AssemblerUI::Ready:201  Shapes Stack Index 0
AssemblerUI::Ready:201  Shapes Stack Index 1
<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null (Void <UpdateBoundIndicator>b__26_1(Single)) ► Object reference not set to an instance of an object

  at Presentation.UI.OperatorUIs.AssemblerUI.<UpdateBoundIndicator>b__26_1 (System.Single x) [0x00000] in <13547913b6f543b4a9964b55c5b90b0f>:0 
  at DG.Tweening.Plugins.FloatPlugin.EvaluateAndApply (DG.Tweening.Plugins.Options.FloatOptions options, DG.Tweening.Tween t, System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter, DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, System.Single startValue, System.Single changeValue, System.Single duration, System.Boolean usingInversePosition, System.Int32 newCompletedSteps, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x000e3] in <82a2fd073ee449928e161903460426d7>:0 
  at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps, System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in <82a2fd073ee449928e161903460426d7>:0 

In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
Info/GameAnalytics: Event queue: No events to send
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
Info/GameAnalytics: Event queue: No events to send
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_MonotonerData_autoEx/Monotoner(Clone)"
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
Info/GameAnalytics: Event queue: No events to send
<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null (Void <UpdateBoundIndicator>b__26_1(Single)) ► Object reference not set to an instance of an object

  at Presentation.UI.OperatorUIs.AssemblerUI.<UpdateBoundIndicator>b__26_1 (System.Single x) [0x00000] in <13547913b6f543b4a9964b55c5b90b0f>:0 
  at DG.Tweening.Plugins.FloatPlugin.EvaluateAndApply (DG.Tweening.Plugins.Options.FloatOptions options, DG.Tweening.Tween t, System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter, DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, System.Single startValue, System.Single changeValue, System.Single duration, System.Boolean usingInversePosition, System.Int32 newCompletedSteps, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x000e3] in <82a2fd073ee449928e161903460426d7>:0 
  at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps, System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in <82a2fd073ee449928e161903460426d7>:0 

In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
Info/GameAnalytics: Event queue: No events to send
<color=#0099bc><b>DOTWEEN ► </b></color>This Tween has been killed and is now invalid
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
Info/GameAnalytics: Event queue: No events to send
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>This Tween has been killed and is now invalid
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
Info/GameAnalytics: Event queue: No events to send
AssemblerUI::Ready:201  Shapes Stack Index 1
AssemblerUI::Ready:201  Shapes Stack Index 0
<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null (Void <UpdateBoundIndicator>b__26_1(Single)) ► Object reference not set to an instance of an object

  at Presentation.UI.OperatorUIs.AssemblerUI.<UpdateBoundIndicator>b__26_1 (System.Single x) [0x00000] in <13547913b6f543b4a9964b55c5b90b0f>:0 
  at DG.Tweening.Plugins.FloatPlugin.EvaluateAndApply (DG.Tweening.Plugins.Options.FloatOptions options, DG.Tweening.Tween t, System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter, DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, System.Single startValue, System.Single changeValue, System.Single duration, System.Boolean usingInversePosition, System.Int32 newCompletedSteps, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x000e3] in <82a2fd073ee449928e161903460426d7>:0 
  at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps, System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in <82a2fd073ee449928e161903460426d7>:0 

In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
SaveInfoPersistentSO::SetAutoSaveSourceSaveName:121 Set auto save source path [REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2
[44] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\CameraPersistentSO.json"
[44] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\CranesPersistentSO.json"
[44] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\CurrencyPersistentSO.json"
[44] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\DronesPersistentSO.json"
[44] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\FactoryUpdaterPersistentSO.json"
[44] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\FreightersPersistentSO.json"
[44] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\LockedFactoryObjectsPersistentSO.json"
[44] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\LockedFactoryToolsPersistentSO.json"
[44] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\MaxLockedBuildingStagePersistentSO.json"
[44] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ObjectivesPersistentSO.json"
[44] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\PinnedModulesPersistentSO.json"
[44] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ProductionHistoryPersistentSO.json"
[44] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ProgressionPersistentSO.json"
[44] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\QuestPersistentSO.json"
[44] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\RankPersistentSO.json"
[44] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\SaveInfoPersistentSO.json"
[44] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\StatisticsPersistentSO.json"
[44] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedIslandsPersistentSO.json"
[44] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedMenusPersistentSO.json"
[44] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedRecipesPersistentSO.json"
[44] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedTechTreeNodesPersistentSO.json"
[44] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ValueModifiersPersistenceSO.json"
[44] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\StoryPersistentSO.json"
[44] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\BreadcrumbsPersistentSO.json"
FactorySaver::SaveFactory:99 Success! Saved to directory C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave!
[33] SaveSystem::TrySaveDataAsync:221 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/shapes.json"
[18] SaveSystem::TrySaveDataAsync:221 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/level.json"
[80] SaveSystem::TrySaveDataAsync:221 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/map.json"
FactorySaver::CreateBackup:119 Backups: Copying C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave to C:/Program Files (x86)/Steam/steamapps/common/Modulus/Modulus_Data/GameSaveBackups/76561197979728319/AutoSave!
AutoSaveService::AutoSave:25 Autosave to C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave
AutoSaver::WaitForAutoSave:67 Starting Autosave Interval!
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
RankConfigSO::AddXP:100 Added XP, new value: 6100 / 2147483647
SteamHandler::UpdatePresence:142 Steam presence updated: State=Factory Vibin', Details=#Rank5
DiscordHandler::UpdatePresence:109 Failed to update Discord presence: ErrorType: 9 Error: 
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
Info/GameAnalytics: Event queue: No events to send
MoveBlueprintCommand::TryDo:59 Cannot place blueprint at: (-72, 0, 31)
Info/GameAnalytics: Add ERROR event: {severity:error, message:MoveBlueprintCommand::TryDo:59 Cannot place blueprint at: (-72, 0, 31)
}
Info/GameAnalytics: Event queue: Sending 1 events.
Info/GameAnalytics: Event queue: 1 events sent.
MoveBlueprintCommand::TryDo:59 Cannot place blueprint at: (-72, 0, 31)
Info/GameAnalytics: Add ERROR event: {severity:error, message:MoveBlueprintCommand::TryDo:59 Cannot place blueprint at: (-72, 0, 31)
}
Info/GameAnalytics: Event queue: Sending 1 events.
Info/GameAnalytics: Event queue: 1 events sent.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_MonotonerData_autoEx/Monotoner(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
Info/GameAnalytics: Event queue: No events to send
MoveBlueprintCommand::TryDo:59 Cannot place blueprint at: (-72, 0, 31)
Info/GameAnalytics: Add ERROR event: {severity:error, message:MoveBlueprintCommand::TryDo:59 Cannot place blueprint at: (-72, 0, 31)
}
Info/GameAnalytics: Event queue: Sending 1 events.
Info/GameAnalytics: Event queue: 1 events sent.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
StatisticsAnalyticsIntervalHandler::TrySendAnalytics:61 GA Sending Statistics events interval!
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:Behaviour:CubesProduced, value:73512}
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:Resource:Delivered:GreyBot, value:156}
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:Resource:Delivered:BlueBot, value:66}
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:Resource:Delivered:BlueDataShard, value:132}
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:FactoryObject:PlacedOperator:Conveyor, value:294}
Warning/GameAnalytics: Validation fail - design event - eventId: Cannot be (null) or empty. Only 5 event parts allowed seperated by :. Each part need to be 64 characters or less. String: Statistics:FactoryObject:PlacedOperator:
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:FactoryObject:PlacedOperator:Cutter, value:29}
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:FactoryObject:PlacedOperator:TunnelIn, value:9}
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:FactoryObject:PlacedOperator:Furnace, value:5}
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:FactoryObject:PlacedOperator:Splitter, value:28}
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:FactoryObject:PlacedOperator:Stamper, value:27}
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:FactoryObject:PlacedOperator:Assembler, value:57}
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:FactoryObject:PlacedOperator:Monotoner, value:18}
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:FactoryObject:PlacedOperator:Scrapper, value:6}
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:FactoryObject:PlacedOperator:Counter, value:6}
Info/GameAnalytics: Event queue: Sending 14 events.
Info/GameAnalytics: Event queue: 14 events sent.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
SaveInfoPersistentSO::SetAutoSaveSourceSaveName:121 Set auto save source path [REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\CameraPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\CranesPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\CurrencyPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\DronesPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\FactoryUpdaterPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\FreightersPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\LockedFactoryObjectsPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\LockedFactoryToolsPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\MaxLockedBuildingStagePersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ObjectivesPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\PinnedModulesPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ProductionHistoryPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ProgressionPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\QuestPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\RankPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\SaveInfoPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\StatisticsPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedIslandsPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedMenusPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedRecipesPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedTechTreeNodesPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ValueModifiersPersistenceSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\StoryPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\BreadcrumbsPersistentSO.json"
FactorySaver::SaveFactory:99 Success! Saved to directory C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave!
[43] SaveSystem::TrySaveDataAsync:221 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/shapes.json"
[36] SaveSystem::TrySaveDataAsync:221 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/level.json"
[47] SaveSystem::TrySaveDataAsync:221 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/map.json"
FactorySaver::CreateBackup:119 Backups: Copying C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave to C:/Program Files (x86)/Steam/steamapps/common/Modulus/Modulus_Data/GameSaveBackups/76561197979728319/AutoSave!
AutoSaveService::AutoSave:25 Autosave to C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave
AutoSaver::WaitForAutoSave:67 Starting Autosave Interval!
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
AssemblerUI::Ready:201  Shapes Stack Index 0
AssemblerUI::Ready:201  Shapes Stack Index 1
<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null (Void <UpdateBoundIndicator>b__26_1(Single)) ► Object reference not set to an instance of an object

  at Presentation.UI.OperatorUIs.AssemblerUI.<UpdateBoundIndicator>b__26_1 (System.Single x) [0x00000] in <13547913b6f543b4a9964b55c5b90b0f>:0 
  at DG.Tweening.Plugins.FloatPlugin.EvaluateAndApply (DG.Tweening.Plugins.Options.FloatOptions options, DG.Tweening.Tween t, System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter, DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, System.Single startValue, System.Single changeValue, System.Single duration, System.Boolean usingInversePosition, System.Int32 newCompletedSteps, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x000e3] in <82a2fd073ee449928e161903460426d7>:0 
  at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps, System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in <82a2fd073ee449928e161903460426d7>:0 

In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
AssemblerUI::Ready:201  Shapes Stack Index 1
AssemblerUI::Ready:201  Shapes Stack Index 0
<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null (Void <UpdateBoundIndicator>b__26_1(Single)) ► Object reference not set to an instance of an object

  at Presentation.UI.OperatorUIs.AssemblerUI.<UpdateBoundIndicator>b__26_1 (System.Single x) [0x00000] in <13547913b6f543b4a9964b55c5b90b0f>:0 
  at DG.Tweening.Plugins.FloatPlugin.EvaluateAndApply (DG.Tweening.Plugins.Options.FloatOptions options, DG.Tweening.Tween t, System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter, DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, System.Single startValue, System.Single changeValue, System.Single duration, System.Boolean usingInversePosition, System.Int32 newCompletedSteps, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x000e3] in <82a2fd073ee449928e161903460426d7>:0 
  at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps, System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in <82a2fd073ee449928e161903460426d7>:0 

In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
Info/GameAnalytics: Event queue: No events to send
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
Info/GameAnalytics: Event queue: No events to send
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
SaveInfoPersistentSO::SetAutoSaveSourceSaveName:121 Set auto save source path [REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2
[43] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\CameraPersistentSO.json"
[43] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\CranesPersistentSO.json"
[43] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\CurrencyPersistentSO.json"
[43] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\DronesPersistentSO.json"
[43] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\FactoryUpdaterPersistentSO.json"
[43] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\FreightersPersistentSO.json"
[43] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\LockedFactoryObjectsPersistentSO.json"
[43] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\LockedFactoryToolsPersistentSO.json"
[43] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\MaxLockedBuildingStagePersistentSO.json"
[43] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ObjectivesPersistentSO.json"
[43] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\PinnedModulesPersistentSO.json"
[43] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ProductionHistoryPersistentSO.json"
[43] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ProgressionPersistentSO.json"
[43] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\QuestPersistentSO.json"
[43] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\RankPersistentSO.json"
[43] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\SaveInfoPersistentSO.json"
[43] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\StatisticsPersistentSO.json"
[43] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedIslandsPersistentSO.json"
[43] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedMenusPersistentSO.json"
[43] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedRecipesPersistentSO.json"
[43] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedTechTreeNodesPersistentSO.json"
[43] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ValueModifiersPersistenceSO.json"
[43] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\StoryPersistentSO.json"
[43] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\BreadcrumbsPersistentSO.json"
FactorySaver::SaveFactory:99 Success! Saved to directory C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave!
[73] SaveSystem::TrySaveDataAsync:221 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/shapes.json"
[76] SaveSystem::TrySaveDataAsync:221 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/level.json"
Info/GameAnalytics: Add DESIGN event: {eventId:Balance:270:Delivered:GreyBot, value:286}
Info/GameAnalytics: Add DESIGN event: {eventId:Balance:270:Delivered:BlueBot, value:425}
Info/GameAnalytics: Add DESIGN event: {eventId:Balance:270:Delivered:GreyDataShard, value:2183}
Info/GameAnalytics: Add DESIGN event: {eventId:Balance:270:Delivered:BlueDataShard, value:349}
Info/GameAnalytics: Add DESIGN event: {eventId:Balance:270:EarnedXP:DeliveryTargets, value:4300}
Info/GameAnalytics: Add DESIGN event: {eventId:Balance:270:EarnedXP:ModuleChallenges, value:1800}
Info/GameAnalytics: Add DESIGN event: {eventId:Balance:270:Unlocked:Island, value:4}
[44] SaveSystem::TrySaveDataAsync:221 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/map.json"
FactorySaver::CreateBackup:119 Backups: Copying C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave to C:/Program Files (x86)/Steam/steamapps/common/Modulus/Modulus_Data/GameSaveBackups/76561197979728319/AutoSave!
AutoSaveService::AutoSave:25 Autosave to C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave
AutoSaver::WaitForAutoSave:67 Starting Autosave Interval!
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
Info/GameAnalytics: Event queue: Sending 7 events.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: 7 events sent.
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>This Tween has been killed and is now invalid
Info/GameAnalytics: Event queue: No events to send
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
AssemblerUI::Ready:201  Shapes Stack Index 1
AssemblerUI::Ready:201  Shapes Stack Index 0
<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null (Void <UpdateBoundIndicator>b__26_1(Single)) ► Object reference not set to an instance of an object

  at Presentation.UI.OperatorUIs.AssemblerUI.<UpdateBoundIndicator>b__26_1 (System.Single x) [0x00000] in <13547913b6f543b4a9964b55c5b90b0f>:0 
  at DG.Tweening.Plugins.FloatPlugin.EvaluateAndApply (DG.Tweening.Plugins.Options.FloatOptions options, DG.Tweening.Tween t, System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter, DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, System.Single startValue, System.Single changeValue, System.Single duration, System.Boolean usingInversePosition, System.Int32 newCompletedSteps, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x000e3] in <82a2fd073ee449928e161903460426d7>:0 
  at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps, System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in <82a2fd073ee449928e161903460426d7>:0 

Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
AssemblerUI::Ready:201  Shapes Stack Index 0
AssemblerUI::Ready:201  Shapes Stack Index 1
<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null (Void <UpdateBoundIndicator>b__26_1(Single)) ► Object reference not set to an instance of an object

  at Presentation.UI.OperatorUIs.AssemblerUI.<UpdateBoundIndicator>b__26_1 (System.Single x) [0x00000] in <13547913b6f543b4a9964b55c5b90b0f>:0 
  at DG.Tweening.Plugins.FloatPlugin.EvaluateAndApply (DG.Tweening.Plugins.Options.FloatOptions options, DG.Tweening.Tween t, System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter, DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, System.Single startValue, System.Single changeValue, System.Single duration, System.Boolean usingInversePosition, System.Int32 newCompletedSteps, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x000e3] in <82a2fd073ee449928e161903460426d7>:0 
  at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps, System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in <82a2fd073ee449928e161903460426d7>:0 

Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
AssemblerUI::Ready:201  Shapes Stack Index 0
AssemblerUI::Ready:201  Shapes Stack Index 1
<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null (Void <UpdateBoundIndicator>b__26_1(Single)) ► Object reference not set to an instance of an object

  at Presentation.UI.OperatorUIs.AssemblerUI.<UpdateBoundIndicator>b__26_1 (System.Single x) [0x00000] in <13547913b6f543b4a9964b55c5b90b0f>:0 
  at DG.Tweening.Plugins.FloatPlugin.EvaluateAndApply (DG.Tweening.Plugins.Options.FloatOptions options, DG.Tweening.Tween t, System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter, DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, System.Single startValue, System.Single changeValue, System.Single duration, System.Boolean usingInversePosition, System.Int32 newCompletedSteps, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x000e3] in <82a2fd073ee449928e161903460426d7>:0 
  at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps, System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in <82a2fd073ee449928e161903460426d7>:0 

Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ScrapperData_autoEx/Scrapper(Clone)"
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
Info/GameAnalytics: Event queue: No events to send
AssemblerUI::Ready:201  Shapes Stack Index 0
AssemblerUI::Ready:201  Shapes Stack Index 1
<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null (Void <UpdateBoundIndicator>b__26_1(Single)) ► Object reference not set to an instance of an object

  at Presentation.UI.OperatorUIs.AssemblerUI.<UpdateBoundIndicator>b__26_1 (System.Single x) [0x00000] in <13547913b6f543b4a9964b55c5b90b0f>:0 
  at DG.Tweening.Plugins.FloatPlugin.EvaluateAndApply (DG.Tweening.Plugins.Options.FloatOptions options, DG.Tweening.Tween t, System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter, DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, System.Single startValue, System.Single changeValue, System.Single duration, System.Boolean usingInversePosition, System.Int32 newCompletedSteps, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x000e3] in <82a2fd073ee449928e161903460426d7>:0 
  at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps, System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in <82a2fd073ee449928e161903460426d7>:0 

Info/GameAnalytics: Event queue: No events to send
AssemblerUI::Ready:201  Shapes Stack Index 1
AssemblerUI::Ready:201  Shapes Stack Index 0
<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null (Void <UpdateBoundIndicator>b__26_1(Single)) ► Object reference not set to an instance of an object

  at Presentation.UI.OperatorUIs.AssemblerUI.<UpdateBoundIndicator>b__26_1 (System.Single x) [0x00000] in <13547913b6f543b4a9964b55c5b90b0f>:0 
  at DG.Tweening.Plugins.FloatPlugin.EvaluateAndApply (DG.Tweening.Plugins.Options.FloatOptions options, DG.Tweening.Tween t, System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter, DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, System.Single startValue, System.Single changeValue, System.Single duration, System.Boolean usingInversePosition, System.Int32 newCompletedSteps, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x000e3] in <82a2fd073ee449928e161903460426d7>:0 
  at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps, System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in <82a2fd073ee449928e161903460426d7>:0 

In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ScrapperData_autoEx/Scrapper(Clone)"
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ScrapperData_autoEx/Scrapper(Clone)"
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ScrapperData_autoEx/Scrapper(Clone)"
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
AssemblerUI::Ready:201  Shapes Stack Index 1
AssemblerUI::Ready:201  Shapes Stack Index 0
<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null (Void <UpdateBoundIndicator>b__26_1(Single)) ► Object reference not set to an instance of an object

  at Presentation.UI.OperatorUIs.AssemblerUI.<UpdateBoundIndicator>b__26_1 (System.Single x) [0x00000] in <13547913b6f543b4a9964b55c5b90b0f>:0 
  at DG.Tweening.Plugins.FloatPlugin.EvaluateAndApply (DG.Tweening.Plugins.Options.FloatOptions options, DG.Tweening.Tween t, System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter, DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, System.Single startValue, System.Single changeValue, System.Single duration, System.Boolean usingInversePosition, System.Int32 newCompletedSteps, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x000e3] in <82a2fd073ee449928e161903460426d7>:0 
  at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps, System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in <82a2fd073ee449928e161903460426d7>:0 

Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_MonotonerData_autoEx/Monotoner(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_MonotonerData_autoEx/Monotoner(Clone)"
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
Info/GameAnalytics: Event queue: No events to send
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
Info/GameAnalytics: Event queue: No events to send
<color=#0099bc><b>DOTWEEN ► </b></color>This Tween has been killed and is now invalid
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
Info/GameAnalytics: Event queue: No events to send
AssemblerUI::Ready:201  Shapes Stack Index 0
AssemblerUI::Ready:201  Shapes Stack Index 1
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>This Tween has been killed and is now invalid
Info/GameAnalytics: Event queue: No events to send
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
SaveInfoPersistentSO::SetAutoSaveSourceSaveName:121 Set auto save source path [REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2
[62] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\CameraPersistentSO.json"
[62] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\CranesPersistentSO.json"
[62] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\CurrencyPersistentSO.json"
[62] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\DronesPersistentSO.json"
[62] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\FactoryUpdaterPersistentSO.json"
[62] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\FreightersPersistentSO.json"
[62] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\LockedFactoryObjectsPersistentSO.json"
[62] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\LockedFactoryToolsPersistentSO.json"
[62] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\MaxLockedBuildingStagePersistentSO.json"
[62] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ObjectivesPersistentSO.json"
[62] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\PinnedModulesPersistentSO.json"
[62] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ProductionHistoryPersistentSO.json"
[62] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ProgressionPersistentSO.json"
[62] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\QuestPersistentSO.json"
[62] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\RankPersistentSO.json"
[62] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\SaveInfoPersistentSO.json"
[62] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\StatisticsPersistentSO.json"
[62] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedIslandsPersistentSO.json"
[62] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedMenusPersistentSO.json"
[62] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedRecipesPersistentSO.json"
[62] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedTechTreeNodesPersistentSO.json"
[62] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ValueModifiersPersistenceSO.json"
[62] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\StoryPersistentSO.json"
[62] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\BreadcrumbsPersistentSO.json"
FactorySaver::SaveFactory:99 Success! Saved to directory C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave!
[58] SaveSystem::TrySaveDataAsync:221 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/shapes.json"
[68] SaveSystem::TrySaveDataAsync:221 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/level.json"
[40] SaveSystem::TrySaveDataAsync:221 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/map.json"
FactorySaver::CreateBackup:119 Backups: Copying C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave to C:/Program Files (x86)/Steam/steamapps/common/Modulus/Modulus_Data/GameSaveBackups/76561197979728319/AutoSave!
AutoSaveService::AutoSave:25 Autosave to C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave
AutoSaver::WaitForAutoSave:67 Starting Autosave Interval!
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null (Void <UpdateBoundIndicator>b__26_1(Single)) ► Object reference not set to an instance of an object

  at Presentation.UI.OperatorUIs.AssemblerUI.<UpdateBoundIndicator>b__26_1 (System.Single x) [0x00000] in <13547913b6f543b4a9964b55c5b90b0f>:0 
  at DG.Tweening.Plugins.FloatPlugin.EvaluateAndApply (DG.Tweening.Plugins.Options.FloatOptions options, DG.Tweening.Tween t, System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter, DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, System.Single startValue, System.Single changeValue, System.Single duration, System.Boolean usingInversePosition, System.Int32 newCompletedSteps, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x000e3] in <82a2fd073ee449928e161903460426d7>:0 
  at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps, System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in <82a2fd073ee449928e161903460426d7>:0 

In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
Info/GameAnalytics: Event queue: No events to send
AssemblerUI::Ready:201  Shapes Stack Index 0
AssemblerUI::Ready:201  Shapes Stack Index 1
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
AssemblerUI::Ready:201  Shapes Stack Index 0
AssemblerUI::Ready:201  Shapes Stack Index 1
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
Info/GameAnalytics: Event queue: No events to send
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>This Tween has been killed and is now invalid
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
<color=#0099bc><b>DOTWEEN ► </b></color>The Sequence has started and is now locked, you can only elements to a Sequence before it starts
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
RankConfigSO::AddXP:100 Added XP, new value: 7900 / 2147483647
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_MonotonerData_autoEx/Monotoner(Clone)"
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_StamperData_autoEx/Stamper(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
StatisticsAnalyticsIntervalHandler::TrySendAnalytics:61 GA Sending Statistics events interval!
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:Behaviour:CubesProduced, value:14119}
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:Resource:Delivered:GreyBot, value:147}
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:Resource:Delivered:BlueBot, value:72}
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:Resource:Delivered:BlueDataShard, value:127}
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:FactoryObject:PlacedOperator:Conveyor, value:186}
Warning/GameAnalytics: Validation fail - design event - eventId: Cannot be (null) or empty. Only 5 event parts allowed seperated by :. Each part need to be 64 characters or less. String: Statistics:FactoryObject:PlacedOperator:
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:FactoryObject:PlacedOperator:Cutter, value:13}
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:FactoryObject:PlacedOperator:TunnelIn, value:4}
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:FactoryObject:PlacedOperator:Furnace, value:1}
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:FactoryObject:PlacedOperator:Splitter, value:36}
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:FactoryObject:PlacedOperator:Stamper, value:8}
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:FactoryObject:PlacedOperator:Assembler, value:33}
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:FactoryObject:PlacedOperator:Monotoner, value:9}
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:FactoryObject:PlacedOperator:Scrapper, value:5}
Info/GameAnalytics: Add DESIGN event: {eventId:Statistics:FactoryObject:PlacedOperator:Counter, value:5}
Warning/GameAnalytics: Validation fail - design event - eventId: Cannot be (null) or empty. Only 5 event parts allowed seperated by :. Each part need to be 64 characters or less. String: Statistics:FactoryObject:PlacedOperator:
Info/GameAnalytics: Event queue: Sending 14 events.
Info/GameAnalytics: Event queue: 14 events sent.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
SaveInfoPersistentSO::SetAutoSaveSourceSaveName:121 Set auto save source path [REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2
[34] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\CameraPersistentSO.json"
[34] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\CranesPersistentSO.json"
[34] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\CurrencyPersistentSO.json"
[34] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\DronesPersistentSO.json"
[34] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\FactoryUpdaterPersistentSO.json"
[34] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\FreightersPersistentSO.json"
[34] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\LockedFactoryObjectsPersistentSO.json"
[34] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\LockedFactoryToolsPersistentSO.json"
[34] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\MaxLockedBuildingStagePersistentSO.json"
[34] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ObjectivesPersistentSO.json"
[34] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\PinnedModulesPersistentSO.json"
[34] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ProductionHistoryPersistentSO.json"
[34] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ProgressionPersistentSO.json"
[34] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\QuestPersistentSO.json"
[34] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\RankPersistentSO.json"
[34] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\SaveInfoPersistentSO.json"
[34] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\StatisticsPersistentSO.json"
[34] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedIslandsPersistentSO.json"
[34] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedMenusPersistentSO.json"
[34] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedRecipesPersistentSO.json"
[34] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedTechTreeNodesPersistentSO.json"
[34] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ValueModifiersPersistenceSO.json"
[34] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\StoryPersistentSO.json"
[34] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\BreadcrumbsPersistentSO.json"
FactorySaver::SaveFactory:99 Success! Saved to directory C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave!
[72] SaveSystem::TrySaveDataAsync:221 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/shapes.json"
[81] SaveSystem::TrySaveDataAsync:221 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/level.json"
[34] SaveSystem::TrySaveDataAsync:221 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/map.json"
FactorySaver::CreateBackup:119 Backups: Copying C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave to C:/Program Files (x86)/Steam/steamapps/common/Modulus/Modulus_Data/GameSaveBackups/76561197979728319/AutoSave!
AutoSaveService::AutoSave:25 Autosave to C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave
AutoSaver::WaitForAutoSave:67 Starting Autosave Interval!
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
AssemblerUI::Ready:201  Shapes Stack Index 1
AssemblerUI::Ready:201  Shapes Stack Index 0
<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null (Void <UpdateBoundIndicator>b__26_1(Single)) ► Object reference not set to an instance of an object

  at Presentation.UI.OperatorUIs.AssemblerUI.<UpdateBoundIndicator>b__26_1 (System.Single x) [0x00000] in <13547913b6f543b4a9964b55c5b90b0f>:0 
  at DG.Tweening.Plugins.FloatPlugin.EvaluateAndApply (DG.Tweening.Plugins.Options.FloatOptions options, DG.Tweening.Tween t, System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter, DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, System.Single startValue, System.Single changeValue, System.Single duration, System.Boolean usingInversePosition, System.Int32 newCompletedSteps, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x000e3] in <82a2fd073ee449928e161903460426d7>:0 
  at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps, System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in <82a2fd073ee449928e161903460426d7>:0 

In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
Info/GameAnalytics: Event queue: No events to send
AssemblerUI::Ready:201  Shapes Stack Index 0
AssemblerUI::Ready:201  Shapes Stack Index 1
<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null (Void <UpdateBoundIndicator>b__26_1(Single)) ► Object reference not set to an instance of an object

  at Presentation.UI.OperatorUIs.AssemblerUI.<UpdateBoundIndicator>b__26_1 (System.Single x) [0x00000] in <13547913b6f543b4a9964b55c5b90b0f>:0 
  at DG.Tweening.Plugins.FloatPlugin.EvaluateAndApply (DG.Tweening.Plugins.Options.FloatOptions options, DG.Tweening.Tween t, System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter, DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, System.Single startValue, System.Single changeValue, System.Single duration, System.Boolean usingInversePosition, System.Int32 newCompletedSteps, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x000e3] in <82a2fd073ee449928e161903460426d7>:0 
  at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps, System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in <82a2fd073ee449928e161903460426d7>:0 

In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
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In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
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In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
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SaveInfoPersistentSO::SetAutoSaveSourceSaveName:121 Set auto save source path [REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2
[31] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\CameraPersistentSO.json"
[31] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\CranesPersistentSO.json"
[31] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\CurrencyPersistentSO.json"
[31] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\DronesPersistentSO.json"
[31] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\FactoryUpdaterPersistentSO.json"
[31] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\FreightersPersistentSO.json"
[31] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\LockedFactoryObjectsPersistentSO.json"
[31] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\LockedFactoryToolsPersistentSO.json"
[31] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\MaxLockedBuildingStagePersistentSO.json"
[31] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ObjectivesPersistentSO.json"
[31] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\PinnedModulesPersistentSO.json"
[31] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ProductionHistoryPersistentSO.json"
[31] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ProgressionPersistentSO.json"
[31] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\QuestPersistentSO.json"
[31] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\RankPersistentSO.json"
[31] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\SaveInfoPersistentSO.json"
[31] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\StatisticsPersistentSO.json"
[31] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedIslandsPersistentSO.json"
[31] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedMenusPersistentSO.json"
[31] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedRecipesPersistentSO.json"
[31] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\UnlockedTechTreeNodesPersistentSO.json"
[31] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\ValueModifiersPersistenceSO.json"
[31] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\StoryPersistentSO.json"
[31] SaveSystem::TrySaveData:178 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/PersistentSOs\BreadcrumbsPersistentSO.json"
FactorySaver::SaveFactory:99 Success! Saved to directory C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave!
[42] SaveSystem::TrySaveDataAsync:221 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/shapes.json"
[72] SaveSystem::TrySaveDataAsync:221 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/level.json"
[57] SaveSystem::TrySaveDataAsync:221 Success: Wrote save data to: "C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave/map.json"
FactorySaver::CreateBackup:119 Backups: Copying C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave to C:/Program Files (x86)/Steam/steamapps/common/Modulus/Modulus_Data/GameSaveBackups/76561197979728319/AutoSave!
AutoSaveService::AutoSave:25 Autosave to C:[REDACTED:Mac User Path]/AppData/LocalLow/Happy Volcano/Modulus\AutoSave
AutoSaver::WaitForAutoSave:67 Starting Autosave Interval!
Info/GameAnalytics: Add DESIGN event: {eventId:Balance:300:Delivered:GreyBot, value:433}
Info/GameAnalytics: Add DESIGN event: {eventId:Balance:300:Delivered:BlueBot, value:494}
Info/GameAnalytics: Add DESIGN event: {eventId:Balance:300:Delivered:GreyDataShard, value:2183}
Info/GameAnalytics: Add DESIGN event: {eventId:Balance:300:Delivered:BlueDataShard, value:477}
Info/GameAnalytics: Add DESIGN event: {eventId:Balance:300:EarnedXP:DeliveryTargets, value:6100}
Info/GameAnalytics: Add DESIGN event: {eventId:Balance:300:EarnedXP:ModuleChallenges, value:1800}
Info/GameAnalytics: Add DESIGN event: {eventId:Balance:300:Unlocked:Island, value:4}
Info/GameAnalytics: Event queue: Sending 7 events.
Info/GameAnalytics: Event queue: 7 events sent.
Info/GameAnalytics: Event queue: No events to send
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In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
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BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_FurnaceData_autoEx/Furnace(Clone)"
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_MonotonerData_autoEx/Monotoner(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_SplitterData_autoEx/Splitter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ScrapperData_autoEx/Scrapper(Clone)"
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
<color=#0099bc><b>DOTWEEN ► </b></color>Target or field is missing/null (Void <UpdateBoundIndicator>b__26_1(Single)) ► Object reference not set to an instance of an object

  at Presentation.UI.OperatorUIs.AssemblerUI.<UpdateBoundIndicator>b__26_1 (System.Single x) [0x00000] in <13547913b6f543b4a9964b55c5b90b0f>:0 
  at DG.Tweening.Plugins.FloatPlugin.EvaluateAndApply (DG.Tweening.Plugins.Options.FloatOptions options, DG.Tweening.Tween t, System.Boolean isRelative, DG.Tweening.Core.DOGetter`1[T] getter, DG.Tweening.Core.DOSetter`1[T] setter, System.Single elapsed, System.Single startValue, System.Single changeValue, System.Single duration, System.Boolean usingInversePosition, System.Int32 newCompletedSteps, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x000e3] in <82a2fd073ee449928e161903460426d7>:0 
  at DG.Tweening.Core.TweenerCore`3[T1,T2,TPlugOptions].ApplyTween (System.Single prevPosition, System.Int32 prevCompletedLoops, System.Int32 newCompletedSteps, System.Boolean useInversePosition, DG.Tweening.Core.Enums.UpdateMode updateMode, DG.Tweening.Core.Enums.UpdateNotice updateNotice) [0x00043] in <82a2fd073ee449928e161903460426d7>:0 

AssemblerUI::Ready:201  Shapes Stack Index 1
AssemblerUI::Ready:201  Shapes Stack Index 0
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_CutterData_autoEx/Cutter(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_AssemblerData_autoEx/Assembler(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_MonotonerData_autoEx/Monotoner(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Pool_ExtractorData_autoEx/Extractor(Clone)"
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
In the render graph API, the output Render Texture must have a depth buffer. When you select a Render Texture in any camera's Output Texture property, the Depth Stencil Format property of the texture must be set to a value other than None.
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
Info/GameAnalytics: Event queue: No events to send
SteamHandler::HasSupportersEdition:109 SteamHandler evaluating subscription of Supporters Edition
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/PersistentSOs\CameraPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/PersistentSOs\CranesPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/PersistentSOs\CurrencyPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/PersistentSOs\DronesPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/PersistentSOs\FactoryUpdaterPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/PersistentSOs\FreightersPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/PersistentSOs\LockedFactoryObjectsPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/PersistentSOs\LockedFactoryToolsPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/PersistentSOs\MaxLockedBuildingStagePersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/PersistentSOs\ObjectivesPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/PersistentSOs\PinnedModulesPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/PersistentSOs\ProductionHistoryPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/PersistentSOs\ProgressionPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/PersistentSOs\QuestPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/PersistentSOs\RankPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/PersistentSOs\SaveInfoPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/PersistentSOs\StatisticsPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/PersistentSOs\UnlockedIslandsPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/PersistentSOs\UnlockedMenusPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/PersistentSOs\UnlockedRecipesPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/PersistentSOs\UnlockedTechTreeNodesPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/PersistentSOs\ValueModifiersPersistenceSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/PersistentSOs\StoryPersistentSO.json"
[79] SaveSystem::TrySaveData:178 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/PersistentSOs\BreadcrumbsPersistentSO.json"
FactorySaver::SaveFactory:99 Success! Saved to directory [REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2!
[66] SaveSystem::TrySaveDataAsync:221 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/shapes.json"
[58] SaveSystem::TrySaveDataAsync:221 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/level.json"
[48] SaveSystem::TrySaveDataAsync:221 Success: Wrote save data to: "[REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2/map.json"
FactorySaver::CreateBackup:119 Backups: Copying [REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2 to C:/Program Files (x86)/Steam/steamapps/common/Modulus/Modulus_Data/GameSaveBackups/76561197979728319/Game_2!
PauseMenu::OnSaveAndQuitButtonClicked:156 Save and quit to [REDACTED:Windows User Path]\AppData\LocalLow\Happy Volcano\Modulus\Levels\Game_2
Info/GameAnalytics: Ending session.
Info/GameAnalytics: Add SESSION END event.
Info/GameAnalytics: Event queue: Sending 1 events.
Info/GameAnalytics: Event queue: 1 events sent.
TransformJobManager::DestroyNativeCollections:221 Destroyed Native Collections.
IntegrationManager::ClearExistingCredentials:274 ClearExistingCredentials
InvalidOperationException: Steamworks is not initialized.
  at Steamworks.InteropHelp.TestIfAvailableClient () [0x0001d] in <5cd37c0cb230444ca5ac5129343d7ab6>:0 
  at Steamworks.SteamUser.CancelAuthTicket (Steamworks.HAuthTicket hAuthTicket) [0x00000] in <5cd37c0cb230444ca5ac5129343d7ab6>:0 
  at Integrations.SteamHandler.CancelAuthToken () [0x00019] in <13547913b6f543b4a9964b55c5b90b0f>:0 
  at Integrations.IntegrationManager.ClearExistingCredentials () [0x00030] in <13547913b6f543b4a9964b55c5b90b0f>:0 
  at Integrations.IntegrationManager.OnDestroy () [0x00000] in <13547913b6f543b4a9964b55c5b90b0f>:0 

Exception: Tried to Initialize the SteamAPI twice in one session!
  at SteamManager.Awake () [0x00026] in <87586e0c1bd543b0b73ca1e08b319943>:0 
UnityEngine.GameObject:Internal_AddComponentWithType_Injected(IntPtr, Type)
UnityEngine.GameObject:Internal_AddComponentWithType(Type)
UnityEngine.GameObject:AddComponent(Type)
UnityEngine.GameObject:AddComponent()
SteamManager:get_Instance()
SteamManager:get_Initialized()
Integrations.SteamHandler:OnDestroy()

DiscordHandler::ClearPresence:126 Discord presence cleared
Info/GameAnalytics: Event queue: No events to send
<color=#ff7337><color=#0099bc><b>DOTWEEN ► </b></color> SAFE MODE ►</color> DOTween's safe mode captured 21 errors. This is usually ok (it's what safe mode is there for) but if your game is encountering issues you should set Log Behaviour to Default in DOTween Utility Panel in order to get detailed warnings when an error is captured (consider that these errors are always on the user side).
- 21 missing target or field errors
[Physics::Module] Cleanup current backned.
[Physics::Module] Id: 0xf2b8ea05
Input System module state changed to: ShutdownInProgress.
Input System polling thread stopped.
Input System polling thread exited.
Input System module state changed to: Shutdown.
GarbageCollector disposing of ComputeBuffer. Please use ComputeBuffer.Release() or .Dispose() to manually release the buffer.
GarbageCollector disposing of GraphicsBuffer. Please use GraphicsBuffer.Release() or .Dispose() to manually release the buffer.
GarbageCollector disposing of ComputeBuffer. Please use ComputeBuffer.Release() or .Dispose() to manually release the buffer.
GarbageCollector disposing of ComputeBuffer. Please use ComputeBuffer.Release() or .Dispose() to manually release the buffer.
GarbageCollector disposing of ComputeBuffer. Please use ComputeBuffer.Release() or .Dispose() to manually release the buffer.
GarbageCollector disposing of GraphicsBuffer. Please use GraphicsBuffer.Release() or .Dispose() to manually release the buffer.
GarbageCollector disposing of ComputeBuffer. Please use ComputeBuffer.Release() or .Dispose() to manually release the buffer.
GarbageCollector disposing of GraphicsBuffer. Please use GraphicsBuffer.Release() or .Dispose() to manually release the buffer.
GarbageCollector disposing of ComputeBuffer. Please use ComputeBuffer.Release() or .Dispose() to manually release the buffer.
GarbageCollector disposing of GraphicsBuffer. Please use GraphicsBuffer.Release() or .Dispose() to manually release the buffer.
GarbageCollector disposing of GraphicsBuffer. Please use GraphicsBuffer.Release() or .Dispose() to manually release the buffer.
GarbageCollector disposing of ComputeBuffer. Please use ComputeBuffer.Release() or .Dispose() to manually release the buffer.
GarbageCollector disposing of ComputeBuffer. Please use ComputeBuffer.Release() or .Dispose() to manually release the buffer.
GarbageCollector disposing of GraphicsBuffer. Please use GraphicsBuffer.Release() or .Dispose() to manually release the buffer.
GarbageCollector disposing of ComputeBuffer. Please use ComputeBuffer.Release() or .Dispose() to manually release the buffer.
GarbageCollector disposing of ComputeBuffer. Please use ComputeBuffer.Release() or .Dispose() to manually release the buffer.
GarbageCollector disposing of GraphicsBuffer. Please use GraphicsBuffer.Release() or .Dispose() to manually release the buffer.
GarbageCollector disposing of GraphicsBuffer. Please use GraphicsBuffer.Release() or .Dispose() to manually release the buffer.
GarbageCollector disposing of ComputeBuffer. Please use ComputeBuffer.Release() or .Dispose() to manually release the buffer.
GarbageCollector disposing of GraphicsBuffer. Please use GraphicsBuffer.Release() or .Dispose() to manually release the buffer.
GarbageCollector disposing of GraphicsBuffer. Please use GraphicsBuffer.Release() or .Dispose() to manually release the buffer.
Internal: There are remaining Allocations on the JobTempAlloc. This is a leak, and will impact performance
To Debug, run app with -diag-job-temp-memory-leak-validation cmd line argument. This will output the callstacks of the leaked allocations.
