Loading player data from E:/Aventures/Conquistadorio/Сonquistadorio_Data/data.unity3d
Initialize engine version: 2020.3.5f1 (8095aa901b9b)
[Subsystems] Discovering subsystems at path E:/Aventures/Conquistadorio/Сonquistadorio_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 11.0 [level 11.1]
    Renderer: NVIDIA GeForce RTX 2060 (ID=0x1f03)
    Vendor:   
    VRAM:     12075 MB
    Driver:   31.0.15.2849
D3D11 device created for Microsoft Media Foundation video decoding.
<RI> Initializing input.

<RI> Input initialized.

<RI> Initialized touch support.

UnloadTime: 69.735400 ms
AWAKE STEAM MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SteamManager:Awake()

Current Date and Time: 07/11/2023 11:28:53
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SteamManager:Awake()

[Steamworks.NET] SteamAPI_Init() IS INITED DONE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
SteamManager:Awake()

SETAM ACHIV MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)

Sign in anonymously succeeded!
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<SignInAnonymouslyAsync>d__15:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
Unity.Services.Authentication.<HandleSignInRequestAsync>d__107:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult)
Unity.Services.Authentication.<SendAsync>d__15`1:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
System.Threading.Tasks.TaskCompletionSource`1:TrySetResult(TResult)
System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult)
Unity.Services.Authentication.WebRequest:RequestCompleted(TaskCompletionSource`1, Int64, Boolean, Boolean, String, String, IDictionary`2)
Unity.Services.Authentication.<>c__DisplayClass16_0:<SendAttemptAsync>b__0(AsyncOperation)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.AsyncOperation:InvokeCompletionEvent()

PlayerID: BZRCZtzF9mb2nkY5lTV7DIWRbfRu
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<SignInAnonymouslyAsync>d__15:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
Unity.Services.Authentication.<HandleSignInRequestAsync>d__107:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult)
Unity.Services.Authentication.<SendAsync>d__15`1:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
System.Threading.Tasks.TaskCompletionSource`1:TrySetResult(TResult)
System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult)
Unity.Services.Authentication.WebRequest:RequestCompleted(TaskCompletionSource`1, Int64, Boolean, Boolean, String, String, IDictionary`2)
Unity.Services.Authentication.<>c__DisplayClass16_0:<SendAttemptAsync>b__0(AsyncOperation)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.AsyncOperation:InvokeCompletionEvent()

>>> Loading ...Get Scene: 0 - autoStart: False, IsReady: False
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
<DelayNumerator>d__2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Loading Screen -> *** START LOADING
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
<DelayNumerator>d__2:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Unloading 5 Unused Serialized files (Serialized files now loaded: 2)
SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

BEFORE REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AFTER REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

UnloadTime: 1.602200 ms
Volume with ColorAdjustments not found in the scene!
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
LighterCorrector:FindVolume()
LighterCorrector:OnLevelLoad(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ON SCENE LOADED: scene 0
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SceneManipulator:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

>>> есть нормальная сохранёнка
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
CheckResumeButton:Start()


Unloading 26 unused Assets to reduce memory usage. Loaded Objects now: 8509.
Total: 5.666200 ms (FindLiveObjects: 0.333100 ms CreateObjectMapping: 0.230400 ms MarkObjects: 5.020200 ms  DeleteObjects: 0.082100 ms)

File to load: Slot5new
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
LoadButton:LoadLastSave()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()

LOAD FILE: C:/Users/Francesc/AppData/LocalLow/Morion Studio/Сonquistadorio/Slot5new.save
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SaveManager:Load(String)
GameProgressManager:LoadLevel()
LoadButton:LoadLastSave()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()

Save: Slot5new loaded!
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SaveManager:Load(String)
GameProgressManager:LoadLevel()
LoadButton:LoadLastSave()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()

LoadFromSave Scene: 13, isReady: True
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:LoadGameProgressData(GameProgressData)
GameProgressManager:LoadLevel()
LoadButton:LoadLastSave()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()

>>>> CHECK UNITY BLOCK USER LICENSE PC VERSION
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
LicenceManager:CheckLicence(Int32)
SceneManipulator:Load(Int32)
GameProgressManager:LoadGameProgressData(GameProgressData)
GameProgressManager:LoadLevel()
LoadButton:LoadLastSave()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()

> CheckUnityLicense
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<CheckUnityLicense>d__46:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
LicenceManager:CheckLicence(Int32)
SceneManipulator:Load(Int32)
GameProgressManager:LoadGameProgressData(GameProgressData)
GameProgressManager:LoadLevel()
LoadButton:LoadLastSave()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()

 CloudCodeManager > CallEndpointAsync
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<CallEndpointAsync>d__1`1:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:Start(TStateMachine&)
<CheckUnityLicence>d__8:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:Start(TStateMachine&)
<CheckUnityLicense>d__46:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
LicenceManager:CheckLicence(Int32)
SceneManipulator:Load(Int32)
GameProgressManager:LoadGameProgressData(GameProgressData)
GameProgressManager:LoadLevel()
LoadButton:LoadLastSave()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()

>>> Loading ...Get Scene: 13 - autoStart: False, IsReady: False
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
GameProgressManager:LoadGameProgressData(GameProgressData)
GameProgressManager:LoadLevel()
LoadButton:LoadLastSave()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()

Loading Screen -> *** START LOADING
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
GameProgressManager:LoadGameProgressData(GameProgressData)
GameProgressManager:LoadLevel()
LoadButton:LoadLastSave()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()

Load Level: OK!
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:LoadGameProgressData(GameProgressData)
GameProgressManager:LoadLevel()
LoadButton:LoadLastSave()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()

CallEndpointAsync Exception Attempting to call method 'Unity.Services.CloudCode.Internal.Http.JsonObject::GetAs<System.Boolean>' for which no ahead of time (AOT) code was generated., Error
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<CallEndpointAsync>d__1`1:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task:Finish(Boolean)
System.Threading.Tasks.Task`1:TrySetException(Object)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetException(Exception)
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult)
Unity.Services.CloudCode.<GetRunScriptResponse>d__10:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult)
Unity.Services.CloudCode.<GetResponseAsync>d__15:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult)
Unity.Services.CloudCode.Internal.Apis.CloudCode.<RunScriptAsync>d__8:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult)
Unity.Services.CloudCode.Internal.Http.<MakeRequestAsync>d__2:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult)
Unity.Services.CloudCode.Internal.Http.<CreateWebRequestAsync>d__4:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult)
Unity.Services.CloudCode.Internal.Http.<CreateHttpClientResponse>d__6:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult)
Unity.Services.CloudCode.Internal.Http.<<CreateHttpClientResponse>b__0>d:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
System.Threading.Tasks.TaskCompletionSource`1:TrySetResult(TResult)
System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.AsyncOperation:InvokeCompletionEvent()

> RESULA LICENCE: False
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<CheckUnityLicense>d__46:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
<CheckUnityLicence>d__8:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
<CallEndpointAsync>d__1`1:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task:Finish(Boolean)
System.Threading.Tasks.Task`1:TrySetException(Object)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetException(Exception)
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult)
Unity.Services.CloudCode.<GetRunScriptResponse>d__10:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult)
Unity.Services.CloudCode.<GetResponseAsync>d__15:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult)
Unity.Services.CloudCode.Internal.Apis.CloudCode.<RunScriptAsync>d__8:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult)
Unity.Services.CloudCode.Internal.Http.<MakeRequestAsync>d__2:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult)
Unity.Services.CloudCode.Internal.Http.<CreateWebRequestAsync>d__4:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult)
Unity.Services.CloudCode.Internal.Http.<CreateHttpClientResponse>d__6:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult)
Unity.Services.CloudCode.Internal.Http.<<CreateHttpClientResponse>b__0>d:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script on this Behaviour (Game Object 'Point (15)') is missing!

The referenced script on this Behaviour (Game Object 'POINT SYSTEM') is missing!

The referenced script on this Behaviour (Game Object 'Point (3)') is missing!

The referenced script on this Behaviour (Game Object 'Point (Fear Bug)') is missing!

The referenced script on this Behaviour (Game Object 'Point (13)') is missing!

The referenced script on this Behaviour (Game Object 'Point (11)') is missing!

The referenced script on this Behaviour (Game Object 'Point (5)') is missing!

The referenced script on this Behaviour (Game Object 'Point (12)') is missing!

The referenced script on this Behaviour (Game Object 'Point (0)') is missing!

The referenced script on this Behaviour (Game Object 'Point (8)') is missing!

The referenced script on this Behaviour (Game Object 'Point (6)') is missing!

The referenced script on this Behaviour (Game Object 'Point (16)') is missing!

The referenced script on this Behaviour (Game Object 'Point (9)') is missing!

The referenced script on this Behaviour (Game Object 'INIT') is missing!

The referenced script on this Behaviour (Game Object 'Point (1)') is missing!

The referenced script on this Behaviour (Game Object 'Point (14)') is missing!

Unloading 1 Unused Serialized files (Serialized files now loaded: 4)
BEFORE REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AFTER REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

UnloadTime: 3.614800 ms
START INIT TIME MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:Init()
TimelineManager:Awake()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
TimelineManager:Awake()

USE ANIM CONTROLLER RESOURCES: CharacterAnimatorMove
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
CharacterIniter:Init(Int32)
CharacterIniter:get_Start()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
TimelineManager:Awake()

Char Initer Point: Point (6)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
TimelineManager:Awake()

>>> Add Point Immid
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
PointSystem:AddPointsEmiddetly()
PointSystem:CheckPoint(MapPoint)
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
TimelineManager:Awake()

!!! POINT NOT EXITS: Point (6) (ActionMapPoint)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
TimelineManager:Awake()

ZamokIcon -> *** ZAMOK NOT FIND INVOKE
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ZamokIcon -> *** ZAMOK INIT
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ON SCENE LOADED: scene 13
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SceneManipulator:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)


Unloading 85 unused Assets to reduce memory usage. Loaded Objects now: 12774.
Total: 6.549200 ms (FindLiveObjects: 0.428000 ms CreateObjectMapping: 0.259100 ms MarkObjects: 5.745600 ms  DeleteObjects: 0.116300 ms)

Find point at atempt: 1
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
<WaitAndCheckMethod>d__62:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()

SAVE! Level: 13 Last Point: Point (6)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
<WaitAndCheckMethod>d__62:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()

OnPlayerIniter -> *** Init Player
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
<WaitAndCheckMethod>d__62:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()

StartPlaying: ListThemsGroup-11-14 (ListThemsGroup)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
MainMusicTheme:StartPlaying(ListThemsGroup)
<CheckToChangeThemeStandalone>d__29:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
<LoadThemsFromAsset>d__37:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult)
<Load>d__1:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()

SET TO POINT ON PAUSE VOID: Point (7) (ActionMapPoint)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
CharacterMovement:SetToPointOnPause(MapPoint)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 13 Last Point: Point (7)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 13 Last Point: Point (7)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 13 Last Point: Point (7)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 13 Last Point: Point (7)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

AddItem >: Scene 9 Lamp (Item) added!
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemContainer:AddItem(Item)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

ZamokIcon -> *** ZAMOK OPEN EVENT
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:OnChangeState()
UnityEngine.UpdatedEventHandler:Invoke()
State:set_Value(String)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 13 Last Point: Point (7)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 13 Last Point: Point (7)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SET TO POINT ON PAUSE VOID: Point (6) (ActionMapPoint)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
CharacterMovement:SetToPointOnPause(MapPoint)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 13 Last Point: Point (8)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SET TO POINT ON PAUSE VOID: Point (1) (ActionMapPoint)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
CharacterMovement:SetToPointOnPause(MapPoint)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 13 Last Point: Point (10)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

>>> Loading ...Get Scene: 11 - autoStart: False, IsReady: False
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Loading Screen -> *** START LOADING
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script on this Behaviour (Game Object 'Point (To 12)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To 13)') is missing!

The referenced script on this Behaviour (Game Object 'Point (0)') is missing!

The referenced script on this Behaviour (Game Object 'POINT SYSTEM') is missing!

The referenced script on this Behaviour (Game Object 'Point (7)') is missing!

The referenced script on this Behaviour (Game Object 'INIT') is missing!

The referenced script on this Behaviour (Game Object 'Point (8)') is missing!

The referenced script on this Behaviour (Game Object 'Point (5)') is missing!

The referenced script on this Behaviour (Game Object 'Point (1)') is missing!

Unloading 2 Unused Serialized files (Serialized files now loaded: 5)
BEFORE REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AFTER REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

UnloadTime: 4.642900 ms
START INIT TIME MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:Init()
TimelineManager:Awake()

ON SCENE LOADED: scene 11
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SceneManipulator:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

>>> Add Point Immid
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
PointSystem:AddPointsEmiddetly()


Unloading 18 unused Assets to reduce memory usage. Loaded Objects now: 11828.
Total: 5.876600 ms (FindLiveObjects: 0.362400 ms CreateObjectMapping: 0.230200 ms MarkObjects: 5.222900 ms  DeleteObjects: 0.060900 ms)

>>>> Start ASSET: Scene 11 From 13 (TimelineStart)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>>> Start ASSET lengthClipFloat: 1,883333
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Char Initer Point: Point (To 13)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SAVE! Level: 11 Last Point: Point (To 13)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

OnPlayerIniter -> *** Init Player
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 11 Last Point: Point (To 13)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

MenuButtonController -> *** MAIN MENU CLICK ICON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

MenuButtonController -> *** MAIN MENU CLOSE WINDOOWS
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

SAVE SLOT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SlotControllerUI:SaveSlot()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

Point (1) -> To 10 lvl
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>> Loading ...Get Scene: 10 - autoStart: False, IsReady: False
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InteractableObject:Interact()
<>c__DisplayClass85_0:<MoveAndInteract>b__0()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Loading Screen -> *** START LOADING
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InteractableObject:Interact()
<>c__DisplayClass85_0:<MoveAndInteract>b__0()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script on this Behaviour (Game Object 'Point (To Down)') is missing!

The referenced script on this Behaviour (Game Object '----------------------------------------- (10)') is missing!

The referenced script on this Behaviour (Game Object 'Point') is missing!

The referenced script on this Behaviour (Game Object 'Point (4)') is missing!

The referenced script on this Behaviour (Game Object 'Point (16)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To Up)') is missing!

The referenced script on this Behaviour (Game Object 'Point (9)') is missing!

The referenced script on this Behaviour (Game Object 'Point (10)') is missing!

The referenced script on this Behaviour (Game Object 'Point (15)') is missing!

The referenced script on this Behaviour (Game Object 'POINT SYSTEM') is missing!

The referenced script on this Behaviour (Game Object 'Point (3)') is missing!

The referenced script on this Behaviour (Game Object 'Point (2)') is missing!

The referenced script on this Behaviour (Game Object 'Point (12)') is missing!

The referenced script on this Behaviour (Game Object 'Point (18)') is missing!

The referenced script on this Behaviour (Game Object 'Point (5)') is missing!

The referenced script on this Behaviour (Game Object 'INIT 1') is missing!

The referenced script on this Behaviour (Game Object 'Point (19)') is missing!

The referenced script on this Behaviour (Game Object 'Point (13)') is missing!

Unloading 2 Unused Serialized files (Serialized files now loaded: 5)
BEFORE REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AFTER REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

UnloadTime: 2.213700 ms
START INIT TIME MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:Init()
TimelineManager:Awake()

ZamokIcon -> *** ZAMOK SCRIPT EVENT INVOKE
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ZamokIcon -> *** ZAMOK INIT
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ON SCENE LOADED: scene 10
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SceneManipulator:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

>>> Add Point Immid
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
PointSystem:AddPointsEmiddetly()


Unloading 681 unused Assets to reduce memory usage. Loaded Objects now: 13499.
Total: 7.630800 ms (FindLiveObjects: 0.468600 ms CreateObjectMapping: 0.301000 ms MarkObjects: 6.345900 ms  DeleteObjects: 0.515100 ms)

>>>> Start ASSET: Scene 10 From 11 (TimelineStart)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>>> Start ASSET lengthClipFloat: 4,566667
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Char Initer Point: Point (To Tube)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

OnPlayerIniter -> *** Init Player
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 10 Last Point: Point (To Tube)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

MenuButtonController -> *** MAIN MENU CLICK ICON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

MenuButtonController -> *** MAIN MENU CLOSE WINDOOWS
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

SAVE SLOT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SlotControllerUI:SaveSlot()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 10 Last Point: Point (0)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

>>> Loading ...Get Scene: 6 - autoStart: False, IsReady: False
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Loading Screen -> *** START LOADING
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script on this Behaviour (Game Object 'Point (10)') is missing!

The referenced script on this Behaviour (Game Object 'Point (9)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To 7)') is missing!

The referenced script on this Behaviour (Game Object 'Point (8)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To 4)') is missing!

The referenced script on this Behaviour (Game Object 'Point (4)') is missing!

The referenced script on this Behaviour (Game Object 'Point (18)') is missing!

The referenced script on this Behaviour (Game Object 'Point (20)') is missing!

The referenced script on this Behaviour (Game Object 'Point (From 4)') is missing!

The referenced script on this Behaviour (Game Object 'Point (2)') is missing!

The referenced script on this Behaviour (Game Object 'Point (3)') is missing!

The referenced script on this Behaviour (Game Object 'DEV') is missing!

The referenced script on this Behaviour (Game Object 'Telo') is missing!

The referenced script on this Behaviour (Game Object 'Point (11)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To 8)') is missing!

The referenced script on this Behaviour (Game Object 'EVENT LISTENER') is missing!

The referenced script on this Behaviour (Game Object 'Point (15)') is missing!

The referenced script on this Behaviour (Game Object 'Point (12)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To 2)') is missing!

The referenced script on this Behaviour (Game Object 'Point (16)') is missing!

The referenced script on this Behaviour (Game Object 'Point (13)') is missing!

The referenced script on this Behaviour (Game Object 'Point (0)') is missing!

The referenced script on this Behaviour (Game Object 'POINT SYSTEM') is missing!

The referenced script on this Behaviour (Game Object 'Point (To 6)') is missing!

The referenced script on this Behaviour (Game Object 'Point (21)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To 9)') is missing!

The referenced script on this Behaviour (Game Object 'Point (19)') is missing!

The referenced script on this Behaviour (Game Object 'INIT') is missing!

The referenced script on this Behaviour (Game Object 'MainCharacter') is missing!

Unloading 1 Unused Serialized files (Serialized files now loaded: 6)
BEFORE REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AFTER REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

UnloadTime: 6.419500 ms
START INIT TIME MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:Init()
TimelineManager:Awake()

ZamokIcon -> *** ZAMOK SCRIPT EVENT INVOKE
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ZamokIcon -> *** ZAMOK INIT
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ON SCENE LOADED: scene 6
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SceneManipulator:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

>>> Add Point Immid
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
PointSystem:AddPointsEmiddetly()


Unloading 15 unused Assets to reduce memory usage. Loaded Objects now: 14300.
Total: 7.259700 ms (FindLiveObjects: 0.416700 ms CreateObjectMapping: 0.213800 ms MarkObjects: 6.558100 ms  DeleteObjects: 0.071000 ms)

>>>> Start ASSET: Scene 6 From 10 Level (TimelineStart)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>>> Start ASSET lengthClipFloat: 1,683333
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

USE ANIM CONTROLLER RESOURCES: CharacterAnimatorMove
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
CharacterIniter:Init(Int32)
CharacterIniter:get_Start()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Char Initer Point: Point (0)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

OnPlayerIniter -> *** Init Player
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SET TO POINT ON PAUSE VOID: Point (4) (MapPoint)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
CharacterMovement:SetToPointOnPause(MapPoint)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 6 Last Point: Point (4)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

MenuButtonController -> *** MAIN MENU CLICK ICON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

MenuButtonController -> *** MAIN MENU CLOSE WINDOOWS
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

SAVE SLOT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SlotControllerUI:SaveSlot()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 6 Last Point: Point (3)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

>>> Loading ...Get Scene: 9 - autoStart: False, IsReady: False
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Loading Screen -> *** START LOADING
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script on this Behaviour (Game Object 'Zad 3-4 LEVO') is missing!

The referenced script on this Behaviour (Game Object 'Point (13)') is missing!

The referenced script on this Behaviour (Game Object 'Point (2)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To Floor Mid)') is missing!

The referenced script on this Behaviour (Game Object 'Point (25)') is missing!

The referenced script on this Behaviour (Game Object 'POINT SYSTEM') is missing!

The referenced script on this Behaviour (Game Object 'Point (5)') is missing!

The referenced script on this Behaviour (Game Object 'Point (21)') is missing!

The referenced script on this Behaviour (Game Object 'Point (17)') is missing!

The referenced script on this Behaviour (Game Object 'Point (12)') is missing!

The referenced script on this Behaviour (Game Object 'Point (From Floor Left)') is missing!

The referenced script on this Behaviour (Game Object 'Point (18)') is missing!

The referenced script on this Behaviour (Game Object 'Point (7)') is missing!

The referenced script on this Behaviour (Game Object 'Point (14)') is missing!

The referenced script on this Behaviour (Game Object 'Point (20)') is missing!

The referenced script on this Behaviour (Game Object 'Point (10)') is missing!

The referenced script on this Behaviour (Game Object 'Point (3)') is missing!

The referenced script on this Behaviour (Game Object 'Point (23)') is missing!

The referenced script on this Behaviour (Game Object 'Point (19)') is missing!

The referenced script on this Behaviour (Game Object 'Point (24)') is missing!

The referenced script on this Behaviour (Game Object 'Point (16)') is missing!

The referenced script on this Behaviour (Game Object 'Point (0)') is missing!

The referenced script on this Behaviour (Game Object 'Point (28)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To Floor Right)') is missing!

The referenced script on this Behaviour (Game Object 'Point (15)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To Floor Left)') is missing!

The referenced script on this Behaviour (Game Object 'Point (11)') is missing!

The referenced script on this Behaviour (Game Object 'Point (22)') is missing!

The referenced script on this Behaviour (Game Object 'Point (27)') is missing!

The referenced script on this Behaviour (Game Object 'Point (9)') is missing!

The referenced script on this Behaviour (Game Object 'Point (6)') is missing!

The referenced script on this Behaviour (Game Object 'Point (26)') is missing!

Unloading 2 Unused Serialized files (Serialized files now loaded: 6)
BEFORE REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AFTER REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

UnloadTime: 7.410000 ms
START INIT TIME MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:Init()
TimelineManager:Awake()

ZamokIcon -> *** ZAMOK NOT FIND INVOKE
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ZamokIcon -> *** ZAMOK INIT
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ON SCENE LOADED: scene 9
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SceneManipulator:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

>>> Add Point Immid
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
PointSystem:AddPointsEmiddetly()


Unloading 15 unused Assets to reduce memory usage. Loaded Objects now: 16135.
Total: 8.055200 ms (FindLiveObjects: 0.627200 ms CreateObjectMapping: 0.417600 ms MarkObjects: 6.935600 ms  DeleteObjects: 0.074500 ms)

>>>> Start ASSET: Scene 9 (TimelineStart)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>>> Start ASSET lengthClipFloat: 3,316667
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Char Initer Point: Point
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SAVE! Level: 9 Last Point: Point
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

OnPlayerIniter -> *** Init Player
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 9 Last Point: Point
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

MenuButtonController -> *** MAIN MENU CLICK ICON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

MenuButtonController -> *** MAIN MENU CLOSE WINDOOWS
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

SAVE SLOT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SlotControllerUI:SaveSlot()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 9 Last Point: Point (1)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SET START COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

START CHECK COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

TryOPen -> Comb 000000000, IsLamp: True, door: Closed 
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Safe:TryOpen()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 9 Last Point: Point (1)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 9 Last Point: Point (1)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 9 Last Point: Point (1)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

TryOPen -> Comb 001000000, IsLamp: True, door: Closed 
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Safe:TryOpen()
Safe:ClickButton(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 9 Last Point: Point (1)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

TryOPen -> Comb 001010000, IsLamp: True, door: Closed 
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Safe:TryOpen()
Safe:ClickButton(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 9 Last Point: Point (1)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

TryOPen -> Comb 001010010, IsLamp: True, door: Closed 
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Safe:TryOpen()
Safe:ClickButton(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 9 Last Point: Point (1)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

TryOPen -> Comb 001010000, IsLamp: True, door: Closed 
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Safe:TryOpen()
Safe:ClickButton(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 9 Last Point: Point (1)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

TryOPen -> Comb 001010001, IsLamp: True, door: Closed 
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Safe:TryOpen()
Safe:ClickButton(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 9 Last Point: Point (1)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

TryOPen -> Comb 101010001, IsLamp: True, door: Closed 
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Safe:TryOpen()
Safe:ClickButton(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 9 Last Point: Point (1)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

AddItem >: Scene 9 Fuse (Item) added!
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemContainer:AddItem(Item)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 9 Last Point: Point (1)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 9 Last Point: Point (1)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 9 Last Point: Point (1)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 9 Last Point: Point (1)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 9 Last Point: Point
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

>>> Loading ...Get Scene: 6 - autoStart: False, IsReady: False
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Loading Screen -> *** START LOADING
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script on this Behaviour (Game Object 'Point (10)') is missing!

The referenced script on this Behaviour (Game Object 'Point (9)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To 7)') is missing!

The referenced script on this Behaviour (Game Object 'Point (8)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To 4)') is missing!

The referenced script on this Behaviour (Game Object 'Point (4)') is missing!

The referenced script on this Behaviour (Game Object 'Point (18)') is missing!

The referenced script on this Behaviour (Game Object 'Point (20)') is missing!

The referenced script on this Behaviour (Game Object 'Point (From 4)') is missing!

The referenced script on this Behaviour (Game Object 'Point (2)') is missing!

The referenced script on this Behaviour (Game Object 'Point (3)') is missing!

The referenced script on this Behaviour (Game Object 'DEV') is missing!

The referenced script on this Behaviour (Game Object 'Telo') is missing!

The referenced script on this Behaviour (Game Object 'Point (11)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To 8)') is missing!

The referenced script on this Behaviour (Game Object 'EVENT LISTENER') is missing!

The referenced script on this Behaviour (Game Object 'Point (15)') is missing!

The referenced script on this Behaviour (Game Object 'Point (12)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To 2)') is missing!

The referenced script on this Behaviour (Game Object 'Point (16)') is missing!

The referenced script on this Behaviour (Game Object 'Point (13)') is missing!

The referenced script on this Behaviour (Game Object 'Point (0)') is missing!

The referenced script on this Behaviour (Game Object 'POINT SYSTEM') is missing!

The referenced script on this Behaviour (Game Object 'Point (To 6)') is missing!

The referenced script on this Behaviour (Game Object 'Point (21)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To 9)') is missing!

The referenced script on this Behaviour (Game Object 'Point (19)') is missing!

The referenced script on this Behaviour (Game Object 'INIT') is missing!

The referenced script on this Behaviour (Game Object 'MainCharacter') is missing!

Unloading 1 Unused Serialized files (Serialized files now loaded: 6)
BEFORE REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AFTER REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

UnloadTime: 7.739600 ms
START INIT TIME MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:Init()
TimelineManager:Awake()

ZamokIcon -> *** ZAMOK SCRIPT EVENT INVOKE
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ZamokIcon -> *** ZAMOK INIT
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ON SCENE LOADED: scene 6
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SceneManipulator:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

>>> Add Point Immid
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
PointSystem:AddPointsEmiddetly()


Unloading 684 unused Assets to reduce memory usage. Loaded Objects now: 14300.
Total: 8.925200 ms (FindLiveObjects: 0.554700 ms CreateObjectMapping: 0.326100 ms MarkObjects: 7.523900 ms  DeleteObjects: 0.520400 ms)

>>>> Start ASSET: Scene 6 From 9 Level (TimelineStart)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>>> Start ASSET lengthClipFloat: 2,616667
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

USE ANIM CONTROLLER RESOURCES: CharacterAnimatorMove
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
CharacterIniter:Init(Int32)
CharacterIniter:get_Start()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Char Initer Point: Point
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

OnPlayerIniter -> *** Init Player
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SET TO POINT ON PAUSE VOID: Point (3) (MapPoint)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
CharacterMovement:SetToPointOnPause(MapPoint)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 6 Last Point: Point (3)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 6 Last Point: Point (4)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

>>> Loading ...Get Scene: 10 - autoStart: False, IsReady: False
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Loading Screen -> *** START LOADING
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script on this Behaviour (Game Object 'Point (To Down)') is missing!

The referenced script on this Behaviour (Game Object '----------------------------------------- (10)') is missing!

The referenced script on this Behaviour (Game Object 'Point') is missing!

The referenced script on this Behaviour (Game Object 'Point (4)') is missing!

The referenced script on this Behaviour (Game Object 'Point (16)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To Up)') is missing!

The referenced script on this Behaviour (Game Object 'Point (9)') is missing!

The referenced script on this Behaviour (Game Object 'Point (10)') is missing!

The referenced script on this Behaviour (Game Object 'Point (15)') is missing!

The referenced script on this Behaviour (Game Object 'POINT SYSTEM') is missing!

The referenced script on this Behaviour (Game Object 'Point (3)') is missing!

The referenced script on this Behaviour (Game Object 'Point (2)') is missing!

The referenced script on this Behaviour (Game Object 'Point (12)') is missing!

The referenced script on this Behaviour (Game Object 'Point (18)') is missing!

The referenced script on this Behaviour (Game Object 'Point (5)') is missing!

The referenced script on this Behaviour (Game Object 'INIT 1') is missing!

The referenced script on this Behaviour (Game Object 'Point (19)') is missing!

The referenced script on this Behaviour (Game Object 'Point (13)') is missing!

Unloading 2 Unused Serialized files (Serialized files now loaded: 6)
BEFORE REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AFTER REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

UnloadTime: 6.402000 ms
START INIT TIME MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:Init()
TimelineManager:Awake()

ZamokIcon -> *** ZAMOK SCRIPT EVENT INVOKE
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ZamokIcon -> *** ZAMOK INIT
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ON SCENE LOADED: scene 10
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SceneManipulator:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

>>> Add Point Immid
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
PointSystem:AddPointsEmiddetly()


Unloading 14 unused Assets to reduce memory usage. Loaded Objects now: 14165.
Total: 7.377600 ms (FindLiveObjects: 0.526700 ms CreateObjectMapping: 0.299200 ms MarkObjects: 6.491200 ms  DeleteObjects: 0.060000 ms)

>>>> Start ASSET: Scene 10 From 6 (TimelineStart)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>>> Start ASSET lengthClipFloat: 2,95
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Char Initer Point: Point (0)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SAVE! Level: 10 Last Point: Point (0)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

OnPlayerIniter -> *** Init Player
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 10 Last Point: Point (0)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

>>> Loading ...Get Scene: 11 - autoStart: False, IsReady: False
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Loading Screen -> *** START LOADING
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script on this Behaviour (Game Object 'Point (To 12)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To 13)') is missing!

The referenced script on this Behaviour (Game Object 'Point (0)') is missing!

The referenced script on this Behaviour (Game Object 'POINT SYSTEM') is missing!

The referenced script on this Behaviour (Game Object 'Point (7)') is missing!

The referenced script on this Behaviour (Game Object 'INIT') is missing!

The referenced script on this Behaviour (Game Object 'Point (8)') is missing!

The referenced script on this Behaviour (Game Object 'Point (5)') is missing!

The referenced script on this Behaviour (Game Object 'Point (1)') is missing!

Unloading 1 Unused Serialized files (Serialized files now loaded: 5)
BEFORE REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AFTER REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

UnloadTime: 5.880900 ms
START INIT TIME MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:Init()
TimelineManager:Awake()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
TimelineManager:Awake()

Char Initer Point: Point (1)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
TimelineManager:Awake()

>>> Add Point Immid
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
PointSystem:AddPointsEmiddetly()
PointSystem:CheckPoint(MapPoint)
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
TimelineManager:Awake()

SAVE! Level: 11 Last Point: Point (1)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
TimelineManager:Awake()

OnPlayerIniter -> *** Init Player
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
TimelineManager:Awake()

MainCharacter -> IT S E LIFE!!! ^)))
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
TimelineManager:Awake()

>>> TEST: Point (7) (MapPoint)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
CharacterMovement:Move(MapPoint)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
TimelineManager:Awake()

ON SCENE LOADED: scene 11
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SceneManipulator:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)


Unloading 680 unused Assets to reduce memory usage. Loaded Objects now: 11207.
Total: 7.291700 ms (FindLiveObjects: 0.392800 ms CreateObjectMapping: 0.201500 ms MarkObjects: 6.264100 ms  DeleteObjects: 0.433200 ms)

>>> Loading ...Get Scene: 13 - autoStart: False, IsReady: False
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Loading Screen -> *** START LOADING
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script on this Behaviour (Game Object 'Point (15)') is missing!

The referenced script on this Behaviour (Game Object 'POINT SYSTEM') is missing!

The referenced script on this Behaviour (Game Object 'Point (3)') is missing!

The referenced script on this Behaviour (Game Object 'Point (Fear Bug)') is missing!

The referenced script on this Behaviour (Game Object 'Point (13)') is missing!

The referenced script on this Behaviour (Game Object 'Point (11)') is missing!

The referenced script on this Behaviour (Game Object 'Point (5)') is missing!

The referenced script on this Behaviour (Game Object 'Point (12)') is missing!

The referenced script on this Behaviour (Game Object 'Point (0)') is missing!

The referenced script on this Behaviour (Game Object 'Point (8)') is missing!

The referenced script on this Behaviour (Game Object 'Point (6)') is missing!

The referenced script on this Behaviour (Game Object 'Point (16)') is missing!

The referenced script on this Behaviour (Game Object 'Point (9)') is missing!

The referenced script on this Behaviour (Game Object 'INIT') is missing!

The referenced script on this Behaviour (Game Object 'Point (1)') is missing!

The referenced script on this Behaviour (Game Object 'Point (14)') is missing!

Unloading 1 Unused Serialized files (Serialized files now loaded: 5)
BEFORE REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AFTER REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

UnloadTime: 3.128000 ms
START INIT TIME MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:Init()
TimelineManager:Awake()

ZamokIcon -> *** ZAMOK SCRIPT EVENT INVOKE
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ZamokIcon -> *** ZAMOK INIT
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ON SCENE LOADED: scene 13
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SceneManipulator:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

>>> Add Point Immid
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
PointSystem:AddPointsEmiddetly()


Unloading 95 unused Assets to reduce memory usage. Loaded Objects now: 12174.
Total: 6.701900 ms (FindLiveObjects: 0.463300 ms CreateObjectMapping: 0.206200 ms MarkObjects: 5.880500 ms  DeleteObjects: 0.151600 ms)

>>>> Start ASSET: Scene 13 From 11 (TimelineStart)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>>> Start ASSET lengthClipFloat: 2,7
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Char Initer Point: Point
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SAVE! Level: 13 Last Point: Point
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

OnPlayerIniter -> *** Init Player
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 13 Last Point: Point
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

>>> Loading ...Get Scene: 11 - autoStart: False, IsReady: False
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Loading Screen -> *** START LOADING
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script on this Behaviour (Game Object 'Point (To 12)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To 13)') is missing!

The referenced script on this Behaviour (Game Object 'Point (0)') is missing!

The referenced script on this Behaviour (Game Object 'POINT SYSTEM') is missing!

The referenced script on this Behaviour (Game Object 'Point (7)') is missing!

The referenced script on this Behaviour (Game Object 'INIT') is missing!

The referenced script on this Behaviour (Game Object 'Point (8)') is missing!

The referenced script on this Behaviour (Game Object 'Point (5)') is missing!

The referenced script on this Behaviour (Game Object 'Point (1)') is missing!

Unloading 1 Unused Serialized files (Serialized files now loaded: 5)
BEFORE REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AFTER REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

UnloadTime: 3.896700 ms
START INIT TIME MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:Init()
TimelineManager:Awake()

ON SCENE LOADED: scene 11
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SceneManipulator:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

>>> Add Point Immid
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
PointSystem:AddPointsEmiddetly()


Unloading 15 unused Assets to reduce memory usage. Loaded Objects now: 11207.
Total: 6.096000 ms (FindLiveObjects: 0.312500 ms CreateObjectMapping: 0.169200 ms MarkObjects: 5.564900 ms  DeleteObjects: 0.049300 ms)

>>>> Start ASSET: Scene 11 From 13 (TimelineStart)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>>> Start ASSET lengthClipFloat: 1,883333
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Char Initer Point: Point (To 13)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SAVE! Level: 11 Last Point: Point (To 13)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

OnPlayerIniter -> *** Init Player
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 11 Last Point: Point (To 13)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

>>> Loading ...Get Scene: 12 - autoStart: False, IsReady: False
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Loading Screen -> *** START LOADING
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script on this Behaviour (Game Object 'Point (From 11)') is missing!

The referenced script on this Behaviour (Game Object 'Point (1)') is missing!

The referenced script on this Behaviour (Game Object 'Point (21)') is missing!

The referenced script on this Behaviour (Game Object 'Point (26)') is missing!

The referenced script on this Behaviour (Game Object 'Point (24)') is missing!

The referenced script on this Behaviour (Game Object 'Point (0)') is missing!

The referenced script on this Behaviour (Game Object 'Point (14)') is missing!

The referenced script on this Behaviour (Game Object 'Point (6)') is missing!

The referenced script on this Behaviour (Game Object 'Point (16)') is missing!

The referenced script on this Behaviour (Game Object 'Point (27)') is missing!

The referenced script on this Behaviour (Game Object 'Point (5)') is missing!

The referenced script on this Behaviour (Game Object 'Point (28)') is missing!

The referenced script on this Behaviour (Game Object 'POINT SYSTEM') is missing!

The referenced script on this Behaviour (Game Object 'Point (11)') is missing!

The referenced script on this Behaviour (Game Object 'INIT') is missing!

The referenced script on this Behaviour (Game Object 'Point (3)') is missing!

The referenced script on this Behaviour (Game Object 'Point (22)') is missing!

The referenced script on this Behaviour (Game Object 'Point (8)') is missing!

The referenced script on this Behaviour (Game Object 'Point (20)') is missing!

The referenced script on this Behaviour (Game Object 'Point (25)') is missing!

The referenced script on this Behaviour (Game Object 'Point (13)') is missing!

The referenced script on this Behaviour (Game Object 'Point (17)') is missing!

The referenced script on this Behaviour (Game Object 'Point (19)') is missing!

The referenced script on this Behaviour (Game Object 'Point (2)') is missing!

The referenced script on this Behaviour (Game Object 'Point (23)') is missing!

Unloading 1 Unused Serialized files (Serialized files now loaded: 6)
BEFORE REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AFTER REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

UnloadTime: 2.416900 ms
ZamokIcon -> *** ZAMOK SCRIPT EVENT INVOKE
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ZamokIcon -> *** ZAMOK INIT
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ON SCENE LOADED: scene 12
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SceneManipulator:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SET INITER TIMELINE MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:SetIniter(TimelineIniter)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()

START INIT TIME MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:Init()
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()

>>> Add Point Immid
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
PointSystem:AddPointsEmiddetly()

>>>> START RIGHT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Bum12:StartRight()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()


Unloading 16 unused Assets to reduce memory usage. Loaded Objects now: 14826.
Total: 7.450000 ms (FindLiveObjects: 0.513800 ms CreateObjectMapping: 0.239500 ms MarkObjects: 6.606000 ms  DeleteObjects: 0.090400 ms)

>>>> Start ASSET: Scene 12 From 11 (TimelineStart)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>>> Start ASSET lengthClipFloat: 1,95
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Char Initer Point: Point (From 11)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SAVE! Level: 12 Last Point: Point (From 11)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

OnPlayerIniter -> *** Init Player
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 12 Last Point: Point (From 11)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

MenuButtonController -> *** MAIN MENU CLICK ICON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

MenuButtonController -> *** MAIN MENU CLOSE WINDOOWS
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

SAVE SLOT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SlotControllerUI:SaveSlot()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

SET START COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

START CHECK COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

Try Compare: Scene 10 Mechanism (Item), Scene 10 Mechanism (Item) 
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:TryCompare(Item, Item)
ItemComparer:CheckItems(List`1)
ItemComparer:Update()

SET START COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

START CHECK COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

SET TO POINT ON PAUSE VOID: Point (18) (ActionMapPoint)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
CharacterMovement:SetToPointOnPause(MapPoint)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>>> Loading ...Get Scene: 17 - autoStart: False, IsReady: False
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Loading Screen -> *** START LOADING
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

The referenced script (Unknown) on this Behaviour is missing!

The referenced script on this Behaviour (Game Object 'INIT') is missing!

Unloading 1 Unused Serialized files (Serialized files now loaded: 6)
BEFORE REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AFTER REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

UnloadTime: 4.150400 ms
START INIT TIME MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:Init()
TimelineManager:Awake()

ON SCENE LOADED: scene 17
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SceneManipulator:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)


Unloading 52 unused Assets to reduce memory usage. Loaded Objects now: 9385.
Total: 6.617100 ms (FindLiveObjects: 0.344800 ms CreateObjectMapping: 0.235900 ms MarkObjects: 5.937900 ms  DeleteObjects: 0.098200 ms)

>>>> Start ASSET: Scene 17 From 12 (TimelineStart)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>>> Start ASSET lengthClipFloat: 9,733334
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

StartPlaying: ListThemsGroup-17-18 (ListThemsGroup)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
MainMusicTheme:StartPlaying(ListThemsGroup)
<CheckToChangeThemeStandalone>d__29:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
<LoadThemsFromAsset>d__37:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult)
<Load>d__1:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()

>>> Loading ...Get Scene: 18 - autoStart: False, IsReady: False
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Loading Screen -> *** START LOADING
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script on this Behaviour (Game Object 'Point (1)') is missing!

The referenced script on this Behaviour (Game Object 'Point (8)') is missing!

The referenced script on this Behaviour (Game Object 'Point (11)') is missing!

The referenced script on this Behaviour (Game Object 'Point (0)') is missing!

The referenced script on this Behaviour (Game Object 'Point (10)') is missing!

The referenced script on this Behaviour (Game Object 'Point (4)') is missing!

The referenced script on this Behaviour (Game Object 'Point (2)') is missing!

The referenced script on this Behaviour (Game Object 'Point (5)') is missing!

The referenced script on this Behaviour (Game Object 'Point (3)') is missing!

The referenced script on this Behaviour (Game Object 'Point (7)') is missing!

The referenced script on this Behaviour (Game Object 'Point (12)') is missing!

The referenced script on this Behaviour (Game Object 'Point (9)') is missing!

The referenced script on this Behaviour (Game Object 'INIT') is missing!

The referenced script on this Behaviour (Game Object 'Point (6)') is missing!

Unloading 1 Unused Serialized files (Serialized files now loaded: 6)
BEFORE REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AFTER REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

UnloadTime: 3.389500 ms
ZamokIcon -> *** ZAMOK NOT FIND INVOKE
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ZamokIcon -> *** ZAMOK INIT
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ON SCENE LOADED: scene 18
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SceneManipulator:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

>>> Add Point Immid
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
PointSystem:AddPointsEmiddetly()

SET INITER TIMELINE MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:SetIniter(TimelineIniter)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()

START INIT TIME MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:Init()
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()

Water -> EDITOR:  STATE WATER DOWN
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()


Unloading 16 unused Assets to reduce memory usage. Loaded Objects now: 14963.
Total: 7.345200 ms (FindLiveObjects: 0.535200 ms CreateObjectMapping: 0.233500 ms MarkObjects: 6.470200 ms  DeleteObjects: 0.106000 ms)

>>>> Start ASSET: Scene 18 From 17 (Water Down) (TimelineStart)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>>> Start ASSET lengthClipFloat: 10,03333
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Char Initer Point: Point
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

OnPlayerIniter -> *** Init Player
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 18 Last Point: Point
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

Touch Controller -> No Targer. CheckCollisions wrong
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Wrong 2
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
CharacterMovement:MoveWrong(Path)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

WRONG ANIMATION: rightdownWrong 1
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
AnimationController:WrongAction()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Touch Controller -> No Targer. CheckCollisions wrong
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Wrong 1
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
CharacterMovement:MoveWrong(Path)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Wrong 2
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
CharacterMovement:MoveWrong(Path)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

WRONG ANIMATION: rightdownWrong 2
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
AnimationController:WrongAction()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

ZamokIcon -> *** ZAMOK OPEN EVENT
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:OnChangeState()
UnityEngine.UpdatedEventHandler:Invoke()
State:set_Value(String)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

>>> Loading ...Get Scene: 36 - autoStart: False, IsReady: False
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Loading Screen -> *** START LOADING
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script on this Behaviour (Game Object 'Point (Right Remote)') is missing!

The referenced script on this Behaviour (Game Object 'Point (Check Empty)') is missing!

The referenced script on this Behaviour (Game Object 'Point (LampController L)') is missing!

The referenced script on this Behaviour (Game Object 'Point (Tv)') is missing!

The referenced script on this Behaviour (Game Object 'Point (LampController R)') is missing!

The referenced script on this Behaviour (Game Object 'Point (Taken Gum)') is missing!

The referenced script on this Behaviour (Game Object 'Point (Touch Bug) ') is missing!

The referenced script on this Behaviour (Game Object 'Point (Board)') is missing!

The referenced script on this Behaviour (Game Object 'Point (Fall Board)') is missing!

The referenced script on this Behaviour (Game Object 'Point (Take Leg)') is missing!

The referenced script on this Behaviour (Game Object 'Point (On Board)') is missing!

The referenced script on this Behaviour (Game Object 'Point (Take Gum)') is missing!

The referenced script on this Behaviour (Game Object 'POINT SYSTEM') is missing!

The referenced script on this Behaviour (Game Object 'Point (Try Push)') is missing!

The referenced script on this Behaviour (Game Object 'MainCharacter') is missing!

Unloading 2 Unused Serialized files (Serialized files now loaded: 6)
BEFORE REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AFTER REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

UnloadTime: 5.644900 ms
ZamokIcon -> *** ZAMOK NOT FIND INVOKE
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ZamokIcon -> *** ZAMOK INIT
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ON SCENE LOADED: scene 36
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SceneManipulator:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SET INITER TIMELINE MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:SetIniter(TimelineIniter)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()

START INIT TIME MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:Init()
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()

>>> Add Point Immid
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
PointSystem:AddPointsEmiddetly()


Unloading 584 unused Assets to reduce memory usage. Loaded Objects now: 13706.
Total: 7.467300 ms (FindLiveObjects: 0.527000 ms CreateObjectMapping: 0.267400 ms MarkObjects: 6.276200 ms  DeleteObjects: 0.396600 ms)

>>>> Start ASSET: Scene 36 From 18 (First) (TimelineStart)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>>> Start ASSET lengthClipFloat: 4,35
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Char Initer Point: Point (From 18)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

OnPlayerIniter -> *** Init Player
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (From 18)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

>>> Loading ...Get Scene: 18 - autoStart: False, IsReady: False
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Loading Screen -> *** START LOADING
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script on this Behaviour (Game Object 'Point (1)') is missing!

The referenced script on this Behaviour (Game Object 'Point (8)') is missing!

The referenced script on this Behaviour (Game Object 'Point (11)') is missing!

The referenced script on this Behaviour (Game Object 'Point (0)') is missing!

The referenced script on this Behaviour (Game Object 'Point (10)') is missing!

The referenced script on this Behaviour (Game Object 'Point (4)') is missing!

The referenced script on this Behaviour (Game Object 'Point (2)') is missing!

The referenced script on this Behaviour (Game Object 'Point (5)') is missing!

The referenced script on this Behaviour (Game Object 'Point (3)') is missing!

The referenced script on this Behaviour (Game Object 'Point (7)') is missing!

The referenced script on this Behaviour (Game Object 'Point (12)') is missing!

The referenced script on this Behaviour (Game Object 'Point (9)') is missing!

The referenced script on this Behaviour (Game Object 'INIT') is missing!

The referenced script on this Behaviour (Game Object 'Point (6)') is missing!

Unloading 1 Unused Serialized files (Serialized files now loaded: 6)
BEFORE REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AFTER REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

UnloadTime: 4.745200 ms
ZamokIcon -> *** ZAMOK SCRIPT EVENT INVOKE
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ZamokIcon -> *** ZAMOK INIT
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ON SCENE LOADED: scene 18
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SceneManipulator:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

>>> Add Point Immid
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
PointSystem:AddPointsEmiddetly()

SET INITER TIMELINE MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:SetIniter(TimelineIniter)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()

START INIT TIME MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:Init()
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()

Water -> EDITOR:  STATE WATER DOWN
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()

ZamokIcon -> *** ZAMOK OPEN EVENT
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()


Unloading 15 unused Assets to reduce memory usage. Loaded Objects now: 14963.
Total: 7.214200 ms (FindLiveObjects: 0.488900 ms CreateObjectMapping: 0.251800 ms MarkObjects: 6.367100 ms  DeleteObjects: 0.106200 ms)

>>>> Start ASSET: Scene 18 From 36 (TimelineStart)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>>> Start ASSET lengthClipFloat: 1,383333
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Char Initer Point: Point
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SAVE! Level: 18 Last Point: Point
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

OnPlayerIniter -> *** Init Player
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 18 Last Point: Point
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

MenuButtonController -> *** MAIN MENU CLICK ICON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

MenuButtonController -> *** MAIN MENU CLOSE WINDOOWS
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

SAVE SLOT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SlotControllerUI:SaveSlot()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

>>> Loading ...Get Scene: 36 - autoStart: False, IsReady: False
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Loading Screen -> *** START LOADING
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script on this Behaviour (Game Object 'Point (Right Remote)') is missing!

The referenced script on this Behaviour (Game Object 'Point (Check Empty)') is missing!

The referenced script on this Behaviour (Game Object 'Point (LampController L)') is missing!

The referenced script on this Behaviour (Game Object 'Point (Tv)') is missing!

The referenced script on this Behaviour (Game Object 'Point (LampController R)') is missing!

The referenced script on this Behaviour (Game Object 'Point (Taken Gum)') is missing!

The referenced script on this Behaviour (Game Object 'Point (Touch Bug) ') is missing!

The referenced script on this Behaviour (Game Object 'Point (Board)') is missing!

The referenced script on this Behaviour (Game Object 'Point (Fall Board)') is missing!

The referenced script on this Behaviour (Game Object 'Point (Take Leg)') is missing!

The referenced script on this Behaviour (Game Object 'Point (On Board)') is missing!

The referenced script on this Behaviour (Game Object 'Point (Take Gum)') is missing!

The referenced script on this Behaviour (Game Object 'POINT SYSTEM') is missing!

The referenced script on this Behaviour (Game Object 'Point (Try Push)') is missing!

The referenced script on this Behaviour (Game Object 'MainCharacter') is missing!

Unloading 1 Unused Serialized files (Serialized files now loaded: 6)
BEFORE REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AFTER REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

UnloadTime: 5.687800 ms
ZamokIcon -> *** ZAMOK NOT FIND INVOKE
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ZamokIcon -> *** ZAMOK INIT
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ON SCENE LOADED: scene 36
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SceneManipulator:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SET INITER TIMELINE MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:SetIniter(TimelineIniter)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()

START INIT TIME MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:Init()
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()

>>> Add Point Immid
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
PointSystem:AddPointsEmiddetly()


Unloading 584 unused Assets to reduce memory usage. Loaded Objects now: 13706.
Total: 7.425400 ms (FindLiveObjects: 0.415900 ms CreateObjectMapping: 0.308800 ms MarkObjects: 6.340000 ms  DeleteObjects: 0.360400 ms)

>>>> Start ASSET: Scene 36 From 18 (TimelineStart)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>>> Start ASSET lengthClipFloat: 3,733333
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Char Initer Point: Point (From 18)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SAVE! Level: 36 Last Point: Point (From 18)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

OnPlayerIniter -> *** Init Player
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (From 18)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

MenuButtonController -> *** MAIN MENU CLICK ICON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

MenuButtonController -> *** MAIN MENU CLOSE WINDOOWS
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

SAVE SLOT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SlotControllerUI:SaveSlot()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (Touch Bug) 
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (Touch Bug) 
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (Tv)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (Left Remote)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (Left Remote)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

AddItem >: Scene 36 Gum (Item) added!
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemContainer:AddItem(Item)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (1)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (Board)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (Board)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (Board)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
<>c__DisplayClass85_0:<MoveAndInteract>b__0()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AddItem >: Scene 36 RoboLeg (Item) added!
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemContainer:AddItem(Item)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Unable to send 'AddItem' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:OnAddingItemAnalitic(Item)
ItemContainer:AddItem(Item)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (Take Leg)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (LampController R)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (LampController R)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SET START COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

START CHECK COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

Try Compare: Scene 10 key for nlo (Item), Scene 10 key for nlo (Item) 
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:TryCompare(Item, Item)
ItemComparer:CheckItems(List`1)
ItemComparer:Update()

SET START COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

START CHECK COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

Try Compare: Scene 10 key for nlo (Item), Scene 10 key for nlo (Item) 
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:TryCompare(Item, Item)
ItemComparer:CheckItems(List`1)
ItemComparer:Update()

SET START COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

START CHECK COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
<>c__DisplayClass85_0:<MoveAndInteract>b__0()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AddItem >: Scene 36 Bolt (Item) added!
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemContainer:AddItem(Item)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Unable to send 'AddItem' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:OnAddingItemAnalitic(Item)
ItemContainer:AddItem(Item)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Unable to send 'RemoveItem' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:OnRemoveItemAnalitic(Item)
ItemContainer:RemoveItem(Item)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (Left Remote)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

StartPlaying: ListThemsGroup-17-18 (ListThemsGroup)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
MainMusicTheme:StartPlaying(ListThemsGroup)
<CheckToChangeThemeStandalone>d__29:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
MainMusicTheme:CheckToChangeTheme()
<PlayMusic>d__36:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SET START COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

START CHECK COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
<>c__DisplayClass85_0:<MoveAndInteract>b__0()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Unable to send 'RemoveItem' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:OnRemoveItemAnalitic(Item)
ItemContainer:RemoveItem(Item)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (Right Remote)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
<>c__DisplayClass85_0:<MoveAndInteract>b__0()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (Right Locker)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

AddItem >: Scene 36 TV (Item) added!
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemContainer:AddItem(Item)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Unable to send 'AddItem' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:OnAddingItemAnalitic(Item)
ItemContainer:AddItem(Item)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (Right Locker)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

SAVE! Level: 36 Last Point: Point (Right Locker)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
PlayerInventory:UpdateInventory()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
ItemContainer:AddItem(Item)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

AddItem >: Scene 9 Gelyatina (Item) added!
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemContainer:AddItem(Item)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'AddItem' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:OnAddingItemAnalitic(Item)
ItemContainer:AddItem(Item)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (Right Locker)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (Right Locker)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (Right Locker)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

MenuButtonController -> *** MAIN MENU CLICK ICON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

MenuButtonController -> *** MAIN MENU CLOSE WINDOOWS
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

SAVE SLOT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SlotControllerUI:SaveSlot()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

MenuButtonController -> *** MAIN MENU CLICK ICON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

MenuButtonController -> *** MAIN MENU CLOSE WINDOOWS
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

SAVE SLOT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SlotControllerUI:SaveSlot()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

SET START COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

START CHECK COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

Try Compare: Scene 36 TV (Item), Scene 36 Gum (Item) 
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:TryCompare(Item, Item)
ItemComparer:CheckItems(List`1)
ItemComparer:Update()

SET START COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

START CHECK COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

Try Compare: Scene 36 Gum (Item), Scene 36 TV (Item) 
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:TryCompare(Item, Item)
ItemComparer:CheckItems(List`1)
ItemComparer:Update()

SET START COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

START CHECK COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

Try Compare: Scene 36 Gum (Item), Scene 36 RoboLeg (Item) 
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:TryCompare(Item, Item)
ItemComparer:CheckItems(List`1)
ItemComparer:Update()

COMPARE!!! 
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:TryCompare(Item, Item)
ItemComparer:CheckItems(List`1)
ItemComparer:Update()

SAVE! Level: 36 Last Point: Point (Right Locker)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
PlayerInventory:UpdateInventory()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
ItemContainer:RemoveItem(Item)
ItemComparer:TryCompare(Item, Item)
ItemComparer:CheckItems(List`1)
ItemComparer:Update()

Unable to send 'RemoveItem' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:OnRemoveItemAnalitic(Item)
ItemContainer:RemoveItem(Item)
ItemComparer:TryCompare(Item, Item)
ItemComparer:CheckItems(List`1)
ItemComparer:Update()

SAVE! Level: 36 Last Point: Point (Right Locker)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
PlayerInventory:UpdateInventory()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
ItemContainer:RemoveItem(Item)
ItemComparer:TryCompare(Item, Item)
ItemComparer:CheckItems(List`1)
ItemComparer:Update()

Unable to send 'RemoveItem' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:OnRemoveItemAnalitic(Item)
ItemContainer:RemoveItem(Item)
ItemComparer:TryCompare(Item, Item)
ItemComparer:CheckItems(List`1)
ItemComparer:Update()

SAVE! Level: 36 Last Point: Point (Right Locker)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
PlayerInventory:UpdateInventory()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
ItemContainer:AddItem(Item)
ItemComparer:TryCompare(Item, Item)
ItemComparer:CheckItems(List`1)
ItemComparer:Update()

AddItem >: Scene 36 Gum+Leg (Item) added!
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemContainer:AddItem(Item)
ItemComparer:TryCompare(Item, Item)
ItemComparer:CheckItems(List`1)
ItemComparer:Update()

Unable to send 'AddItem' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:OnAddingItemAnalitic(Item)
ItemContainer:AddItem(Item)
ItemComparer:TryCompare(Item, Item)
ItemComparer:CheckItems(List`1)
ItemComparer:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
<>c__DisplayClass85_0:<MoveAndInteract>b__0()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SET TO POINT ON PAUSE VOID: Point (After Board) (MapPoint)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
CharacterMovement:SetToPointOnPause(MapPoint)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (After Board)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

Touch Controller -> No Targer. CheckCollisions wrong
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Wrong 1
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
CharacterMovement:MoveWrong(Path)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Wrong 2
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
CharacterMovement:MoveWrong(Path)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

WRONG ANIMATION: leftdownWrong 1
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
AnimationController:WrongAction()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Touch Controller -> No Targer. CheckCollisions wrong
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Wrong 1
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
CharacterMovement:MoveWrong(Path)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Wrong 2
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
CharacterMovement:MoveWrong(Path)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

WRONG ANIMATION: leftdownWrong 2
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
AnimationController:WrongAction()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SET START COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

START CHECK COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

STATE EXIT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (1)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

MenuButtonController -> *** MAIN MENU CLICK ICON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

MenuButtonController -> *** MAIN MENU CLOSE WINDOOWS
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

SAVE SLOT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SlotControllerUI:SaveSlot()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

StartPlaying: ListThemsGroup-17-18 (ListThemsGroup)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
MainMusicTheme:StartPlaying(ListThemsGroup)
<CheckToChangeThemeStandalone>d__29:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
MainMusicTheme:CheckToChangeTheme()
<PlayMusic>d__36:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SET START COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

START CHECK COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Monitoring For TV -> ****** FINISH GAME 
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:OnChangeState()
UnityEngine.UpdatedEventHandler:Invoke()
State:set_Value(String)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

SAVE! Level: 36 Last Point: Point (1)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
PlayerInventory:UpdateInventory()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
ItemContainer:RemoveItem(Item)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Unable to send 'RemoveItem' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:OnRemoveItemAnalitic(Item)
ItemContainer:RemoveItem(Item)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

STATE EXIT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (1)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SET START COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

START CHECK COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
<>c__DisplayClass85_0:<MoveAndInteract>b__0()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Unable to send 'RemoveItem' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:OnRemoveItemAnalitic(Item)
ItemContainer:RemoveItem(Item)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (Try Push)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
<>c__DisplayClass85_0:<MoveAndInteract>b__0()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (LampController L)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
<>c__DisplayClass85_0:<MoveAndInteract>b__0()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Mehanizm STATEL: Normal
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Up>d__51:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Lamp_36:GoingUp()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (On Board)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (Fall Board)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
<>c__DisplayClass85_0:<MoveAndInteract>b__0()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Mehanizm STATEL: Normal
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Up>d__51:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Lamp_36:GoingUp()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (On Board)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (Fall Board)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
<>c__DisplayClass85_0:<MoveAndInteract>b__0()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Mehanizm STATEL: Normal
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Up>d__51:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Lamp_36:GoingUp()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (On Board)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

ThemsMixer -> *** MIXER DOWN
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent`1:Invoke(T0)
<UnlockAchievementCoroutine>d__12:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
AchievementUnlocker:UnlockAchievement()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:OnChangeState()
UnityEngine.UpdatedEventHandler:Invoke()
State:set_Value(String)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 36 Last Point: Point (On Board)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

ThemsMixer -> *** MIXER UP
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
OnDisableEvent:OnDisable()
StateMachineDeactiveObject:OnStateExit(Animator, AnimatorStateInfo, Int32)

STATE EXIT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)

MenuButtonController -> *** MAIN MENU CLICK ICON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

MenuButtonController -> *** MAIN MENU CLOSE WINDOOWS
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

SAVE SLOT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SlotControllerUI:SaveSlot()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
<>c__DisplayClass85_0:<MoveAndInteract>b__0()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>> Loading ...Get Scene: 18 - autoStart: False, IsReady: False
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Loading Screen -> *** START LOADING
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Unable to send 'CloseMiniGame' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:LogEvent(GameEvent)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script on this Behaviour (Game Object 'Point (1)') is missing!

The referenced script on this Behaviour (Game Object 'Point (8)') is missing!

The referenced script on this Behaviour (Game Object 'Point (11)') is missing!

The referenced script on this Behaviour (Game Object 'Point (0)') is missing!

The referenced script on this Behaviour (Game Object 'Point (10)') is missing!

The referenced script on this Behaviour (Game Object 'Point (4)') is missing!

The referenced script on this Behaviour (Game Object 'Point (2)') is missing!

The referenced script on this Behaviour (Game Object 'Point (5)') is missing!

The referenced script on this Behaviour (Game Object 'Point (3)') is missing!

The referenced script on this Behaviour (Game Object 'Point (7)') is missing!

The referenced script on this Behaviour (Game Object 'Point (12)') is missing!

The referenced script on this Behaviour (Game Object 'Point (9)') is missing!

The referenced script on this Behaviour (Game Object 'INIT') is missing!

The referenced script on this Behaviour (Game Object 'Point (6)') is missing!

Unloading 1 Unused Serialized files (Serialized files now loaded: 6)
BEFORE REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AFTER REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Unable to send 'GameCompleted' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
System.Action`1:Invoke(T)

UnloadTime: 24.085600 ms
ZamokIcon -> *** ZAMOK SCRIPT EVENT INVOKE
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ZamokIcon -> *** ZAMOK INIT
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ON SCENE LOADED: scene 18
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SceneManipulator:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

Unable to send 'level_start' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:StartLevel()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

>>> Add Point Immid
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
PointSystem:AddPointsEmiddetly()

SET INITER TIMELINE MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:SetIniter(TimelineIniter)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()

START INIT TIME MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:Init()
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()

Water -> EDITOR:  STATE WATER DOWN
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()

ZamokIcon -> *** ZAMOK OPEN EVENT
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()

Unable to send 'level_complete' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:CompletedLevel()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()


Unloading 29 unused Assets to reduce memory usage. Loaded Objects now: 14955.
Total: 7.734700 ms (FindLiveObjects: 0.504600 ms CreateObjectMapping: 0.271200 ms MarkObjects: 6.834200 ms  DeleteObjects: 0.124500 ms)

>>>> Start ASSET: Scene 18 From 36 (TimelineStart)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>>> Start ASSET lengthClipFloat: 1,383333
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Char Initer Point: Point
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SAVE! Level: 18 Last Point: Point
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

OnPlayerIniter -> *** Init Player
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 18 Last Point: Point
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SET START COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

START CHECK COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

>>> Loading ...Get Scene: 17 - autoStart: False, IsReady: False
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Loading Screen -> *** START LOADING
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Unable to send 'CloseMiniGame' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:LogEvent(GameEvent)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

The referenced script (Unknown) on this Behaviour is missing!

The referenced script on this Behaviour (Game Object 'INIT') is missing!

Unloading 2 Unused Serialized files (Serialized files now loaded: 6)
BEFORE REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AFTER REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Unable to send 'GameCompleted' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
System.Action`1:Invoke(T)

UnloadTime: 5.764600 ms
START INIT TIME MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:Init()
TimelineManager:Awake()

ON SCENE LOADED: scene 17
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SceneManipulator:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

Unable to send 'level_start' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:StartLevel()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)


Unloading 599 unused Assets to reduce memory usage. Loaded Objects now: 9414.
Total: 6.572900 ms (FindLiveObjects: 0.407700 ms CreateObjectMapping: 0.211200 ms MarkObjects: 5.614900 ms  DeleteObjects: 0.338800 ms)

>>>> Start ASSET: Scene 17 From 18 (TimelineStart)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>>> Start ASSET lengthClipFloat: 9,516666
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>> Loading ...Get Scene: 12 - autoStart: False, IsReady: False
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Loading Screen -> *** START LOADING
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script on this Behaviour (Game Object 'Point (From 11)') is missing!

The referenced script on this Behaviour (Game Object 'Point (1)') is missing!

The referenced script on this Behaviour (Game Object 'Point (21)') is missing!

The referenced script on this Behaviour (Game Object 'Point (26)') is missing!

The referenced script on this Behaviour (Game Object 'Point (24)') is missing!

The referenced script on this Behaviour (Game Object 'Point (0)') is missing!

The referenced script on this Behaviour (Game Object 'Point (14)') is missing!

The referenced script on this Behaviour (Game Object 'Point (6)') is missing!

The referenced script on this Behaviour (Game Object 'Point (16)') is missing!

The referenced script on this Behaviour (Game Object 'Point (27)') is missing!

The referenced script on this Behaviour (Game Object 'Point (5)') is missing!

The referenced script on this Behaviour (Game Object 'Point (28)') is missing!

The referenced script on this Behaviour (Game Object 'POINT SYSTEM') is missing!

The referenced script on this Behaviour (Game Object 'Point (11)') is missing!

The referenced script on this Behaviour (Game Object 'INIT') is missing!

The referenced script on this Behaviour (Game Object 'Point (3)') is missing!

The referenced script on this Behaviour (Game Object 'Point (22)') is missing!

The referenced script on this Behaviour (Game Object 'Point (8)') is missing!

The referenced script on this Behaviour (Game Object 'Point (20)') is missing!

The referenced script on this Behaviour (Game Object 'Point (25)') is missing!

The referenced script on this Behaviour (Game Object 'Point (13)') is missing!

The referenced script on this Behaviour (Game Object 'Point (17)') is missing!

The referenced script on this Behaviour (Game Object 'Point (19)') is missing!

The referenced script on this Behaviour (Game Object 'Point (2)') is missing!

The referenced script on this Behaviour (Game Object 'Point (23)') is missing!

Unloading 1 Unused Serialized files (Serialized files now loaded: 6)
BEFORE REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AFTER REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Unable to send 'GameCompleted' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
System.Action`1:Invoke(T)

UnloadTime: 2.950100 ms
ZamokIcon -> *** ZAMOK SCRIPT EVENT INVOKE
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ZamokIcon -> *** ZAMOK INIT
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ON SCENE LOADED: scene 12
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SceneManipulator:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

Unable to send 'level_start' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:StartLevel()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SET INITER TIMELINE MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:SetIniter(TimelineIniter)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()

START INIT TIME MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:Init()
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()

>>> Add Point Immid
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
PointSystem:AddPointsEmiddetly()

>>>> START RIGHT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Bum12:StartRight()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()


Unloading 16 unused Assets to reduce memory usage. Loaded Objects now: 14819.
Total: 7.269400 ms (FindLiveObjects: 0.528700 ms CreateObjectMapping: 0.227700 ms MarkObjects: 6.423800 ms  DeleteObjects: 0.089000 ms)

>>>> Start ASSET: Scene 12 From 17 (Water Down) (TimelineStart)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>>> Start ASSET lengthClipFloat: 8,283334
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Char Initer Point: Point (18)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

OnPlayerIniter -> *** Init Player
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 12 Last Point: Point (18)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SET TO POINT ON PAUSE VOID: Point (19) (ActionMapPoint)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
CharacterMovement:SetToPointOnPause(MapPoint)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 12 Last Point: Point (24)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

MenuButtonController -> *** MAIN MENU CLICK ICON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

MenuButtonController -> *** MAIN MENU CLOSE WINDOOWS
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

SAVE SLOT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SlotControllerUI:SaveSlot()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
<>c__DisplayClass85_0:<MoveAndInteract>b__0()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>> Loading ...Get Scene: 11 - autoStart: False, IsReady: False
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Loading Screen -> *** START LOADING
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Unable to send 'CloseMiniGame' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:LogEvent(GameEvent)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script on this Behaviour (Game Object 'Point (To 12)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To 13)') is missing!

The referenced script on this Behaviour (Game Object 'Point (0)') is missing!

The referenced script on this Behaviour (Game Object 'POINT SYSTEM') is missing!

The referenced script on this Behaviour (Game Object 'Point (7)') is missing!

The referenced script on this Behaviour (Game Object 'INIT') is missing!

The referenced script on this Behaviour (Game Object 'Point (8)') is missing!

The referenced script on this Behaviour (Game Object 'Point (5)') is missing!

The referenced script on this Behaviour (Game Object 'Point (1)') is missing!

Unloading 2 Unused Serialized files (Serialized files now loaded: 6)
BEFORE REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AFTER REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Unable to send 'GameCompleted' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
System.Action`1:Invoke(T)

UnloadTime: 5.388300 ms
START INIT TIME MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:Init()
TimelineManager:Awake()

ON SCENE LOADED: scene 11
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SceneManipulator:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

Unable to send 'level_start' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:StartLevel()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

>>> Add Point Immid
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
PointSystem:AddPointsEmiddetly()


Unloading 14 unused Assets to reduce memory usage. Loaded Objects now: 11200.
Total: 7.327600 ms (FindLiveObjects: 0.361200 ms CreateObjectMapping: 0.192200 ms MarkObjects: 6.726400 ms  DeleteObjects: 0.047400 ms)

>>>> Start ASSET: Scene 11 From 12 (TimelineStart)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>>> Start ASSET lengthClipFloat: 1,883333
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

StartPlaying: ListThemsGroup-11-14 (ListThemsGroup)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
MainMusicTheme:StartPlaying(ListThemsGroup)
<CheckToChangeThemeStandalone>d__29:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
<LoadThemsFromAsset>d__37:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult)
<Load>d__1:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()

Char Initer Point: Point (To 12)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SAVE! Level: 11 Last Point: Point (To 12)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

OnPlayerIniter -> *** Init Player
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 11 Last Point: Point (To 12)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

Point (1) -> To 10 lvl
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
<>c__DisplayClass85_0:<MoveAndInteract>b__0()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>> Loading ...Get Scene: 10 - autoStart: False, IsReady: False
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InteractableObject:Interact()
<>c__DisplayClass85_0:<MoveAndInteract>b__0()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Loading Screen -> *** START LOADING
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InteractableObject:Interact()
<>c__DisplayClass85_0:<MoveAndInteract>b__0()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script on this Behaviour (Game Object 'Point (To Down)') is missing!

The referenced script on this Behaviour (Game Object '----------------------------------------- (10)') is missing!

The referenced script on this Behaviour (Game Object 'Point') is missing!

The referenced script on this Behaviour (Game Object 'Point (4)') is missing!

The referenced script on this Behaviour (Game Object 'Point (16)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To Up)') is missing!

The referenced script on this Behaviour (Game Object 'Point (9)') is missing!

The referenced script on this Behaviour (Game Object 'Point (10)') is missing!

The referenced script on this Behaviour (Game Object 'Point (15)') is missing!

The referenced script on this Behaviour (Game Object 'POINT SYSTEM') is missing!

The referenced script on this Behaviour (Game Object 'Point (3)') is missing!

The referenced script on this Behaviour (Game Object 'Point (2)') is missing!

The referenced script on this Behaviour (Game Object 'Point (12)') is missing!

The referenced script on this Behaviour (Game Object 'Point (18)') is missing!

The referenced script on this Behaviour (Game Object 'Point (5)') is missing!

The referenced script on this Behaviour (Game Object 'INIT 1') is missing!

The referenced script on this Behaviour (Game Object 'Point (19)') is missing!

The referenced script on this Behaviour (Game Object 'Point (13)') is missing!

Unloading 1 Unused Serialized files (Serialized files now loaded: 5)
BEFORE REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AFTER REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Unable to send 'GameCompleted' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
System.Action`1:Invoke(T)

UnloadTime: 3.431800 ms
START INIT TIME MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:Init()
TimelineManager:Awake()

ZamokIcon -> *** ZAMOK SCRIPT EVENT INVOKE
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ZamokIcon -> *** ZAMOK INIT
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ON SCENE LOADED: scene 10
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SceneManipulator:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

Unable to send 'level_start' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:StartLevel()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

>>> Add Point Immid
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
PointSystem:AddPointsEmiddetly()


Unloading 15 unused Assets to reduce memory usage. Loaded Objects now: 13492.
Total: 7.256000 ms (FindLiveObjects: 0.501100 ms CreateObjectMapping: 0.232300 ms MarkObjects: 6.456000 ms  DeleteObjects: 0.066200 ms)

>>>> Start ASSET: Scene 10 From 11 (TimelineStart)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>>> Start ASSET lengthClipFloat: 4,583333
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Char Initer Point: Point (To Tube)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

OnPlayerIniter -> *** Init Player
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 10 Last Point: Point (To Tube)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
<>c__DisplayClass85_0:<MoveAndInteract>b__0()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 10 Last Point: Point (0)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

>>> Loading ...Get Scene: 6 - autoStart: False, IsReady: False
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Loading Screen -> *** START LOADING
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Unable to send 'CloseMiniGame' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:LogEvent(GameEvent)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script on this Behaviour (Game Object 'Point (10)') is missing!

The referenced script on this Behaviour (Game Object 'Point (9)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To 7)') is missing!

The referenced script on this Behaviour (Game Object 'Point (8)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To 4)') is missing!

The referenced script on this Behaviour (Game Object 'Point (4)') is missing!

The referenced script on this Behaviour (Game Object 'Point (18)') is missing!

The referenced script on this Behaviour (Game Object 'Point (20)') is missing!

The referenced script on this Behaviour (Game Object 'Point (From 4)') is missing!

The referenced script on this Behaviour (Game Object 'Point (2)') is missing!

The referenced script on this Behaviour (Game Object 'Point (3)') is missing!

The referenced script on this Behaviour (Game Object 'DEV') is missing!

The referenced script on this Behaviour (Game Object 'Telo') is missing!

The referenced script on this Behaviour (Game Object 'Point (11)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To 8)') is missing!

The referenced script on this Behaviour (Game Object 'EVENT LISTENER') is missing!

The referenced script on this Behaviour (Game Object 'Point (15)') is missing!

The referenced script on this Behaviour (Game Object 'Point (12)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To 2)') is missing!

The referenced script on this Behaviour (Game Object 'Point (16)') is missing!

The referenced script on this Behaviour (Game Object 'Point (13)') is missing!

The referenced script on this Behaviour (Game Object 'Point (0)') is missing!

The referenced script on this Behaviour (Game Object 'POINT SYSTEM') is missing!

The referenced script on this Behaviour (Game Object 'Point (To 6)') is missing!

The referenced script on this Behaviour (Game Object 'Point (21)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To 9)') is missing!

The referenced script on this Behaviour (Game Object 'Point (19)') is missing!

The referenced script on this Behaviour (Game Object 'INIT') is missing!

The referenced script on this Behaviour (Game Object 'MainCharacter') is missing!

Unloading 1 Unused Serialized files (Serialized files now loaded: 6)
BEFORE REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AFTER REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Unable to send 'GameCompleted' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
System.Action`1:Invoke(T)

UnloadTime: 6.097100 ms
START INIT TIME MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:Init()
TimelineManager:Awake()

ZamokIcon -> *** ZAMOK SCRIPT EVENT INVOKE
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ZamokIcon -> *** ZAMOK INIT
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ON SCENE LOADED: scene 6
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SceneManipulator:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

Unable to send 'level_start' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:StartLevel()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

>>> Add Point Immid
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
PointSystem:AddPointsEmiddetly()


Unloading 15 unused Assets to reduce memory usage. Loaded Objects now: 14293.
Total: 7.440800 ms (FindLiveObjects: 0.509400 ms CreateObjectMapping: 0.280800 ms MarkObjects: 6.554700 ms  DeleteObjects: 0.095700 ms)

>>>> Start ASSET: Scene 6 From 10 Level (TimelineStart)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>>> Start ASSET lengthClipFloat: 1,683333
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

USE ANIM CONTROLLER RESOURCES: CharacterAnimatorMove
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
CharacterIniter:Init(Int32)
CharacterIniter:get_Start()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Char Initer Point: Point (0)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

OnPlayerIniter -> *** Init Player
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SET TO POINT ON PAUSE VOID: Point (4) (MapPoint)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
CharacterMovement:SetToPointOnPause(MapPoint)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 6 Last Point: Point (4)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

MenuButtonController -> *** MAIN MENU CLICK ICON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

MenuButtonController -> *** MAIN MENU CLOSE WINDOOWS
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

SAVE SLOT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SlotControllerUI:SaveSlot()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
<>c__DisplayClass85_0:<MoveAndInteract>b__0()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 6 Last Point: Point (3)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

>>> Loading ...Get Scene: 9 - autoStart: False, IsReady: False
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Loading Screen -> *** START LOADING
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Unable to send 'CloseMiniGame' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:LogEvent(GameEvent)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneManipulator:Load(Int32)
Steamworks.SteamAPI_CheckCallbackRegistered_t:Invoke(Int32)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script (Unknown) on this Behaviour is missing!

The referenced script on this Behaviour (Game Object 'Zad 3-4 LEVO') is missing!

The referenced script on this Behaviour (Game Object 'Point (13)') is missing!

The referenced script on this Behaviour (Game Object 'Point (2)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To Floor Mid)') is missing!

The referenced script on this Behaviour (Game Object 'Point (25)') is missing!

The referenced script on this Behaviour (Game Object 'POINT SYSTEM') is missing!

The referenced script on this Behaviour (Game Object 'Point (5)') is missing!

The referenced script on this Behaviour (Game Object 'Point (21)') is missing!

The referenced script on this Behaviour (Game Object 'Point (17)') is missing!

The referenced script on this Behaviour (Game Object 'Point (12)') is missing!

The referenced script on this Behaviour (Game Object 'Point (From Floor Left)') is missing!

The referenced script on this Behaviour (Game Object 'Point (18)') is missing!

The referenced script on this Behaviour (Game Object 'Point (7)') is missing!

The referenced script on this Behaviour (Game Object 'Point (14)') is missing!

The referenced script on this Behaviour (Game Object 'Point (20)') is missing!

The referenced script on this Behaviour (Game Object 'Point (10)') is missing!

The referenced script on this Behaviour (Game Object 'Point (3)') is missing!

The referenced script on this Behaviour (Game Object 'Point (23)') is missing!

The referenced script on this Behaviour (Game Object 'Point (19)') is missing!

The referenced script on this Behaviour (Game Object 'Point (24)') is missing!

The referenced script on this Behaviour (Game Object 'Point (16)') is missing!

The referenced script on this Behaviour (Game Object 'Point (0)') is missing!

The referenced script on this Behaviour (Game Object 'Point (28)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To Floor Right)') is missing!

The referenced script on this Behaviour (Game Object 'Point (15)') is missing!

The referenced script on this Behaviour (Game Object 'Point (To Floor Left)') is missing!

The referenced script on this Behaviour (Game Object 'Point (11)') is missing!

The referenced script on this Behaviour (Game Object 'Point (22)') is missing!

The referenced script on this Behaviour (Game Object 'Point (27)') is missing!

The referenced script on this Behaviour (Game Object 'Point (9)') is missing!

The referenced script on this Behaviour (Game Object 'Point (6)') is missing!

The referenced script on this Behaviour (Game Object 'Point (26)') is missing!

Unloading 2 Unused Serialized files (Serialized files now loaded: 6)
BEFORE REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AFTER REDY
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Loading>d__44:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Unable to send 'GameCompleted' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
System.Action`1:Invoke(T)

UnloadTime: 7.535700 ms
START INIT TIME MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:Init()
TimelineManager:Awake()

ZamokIcon -> *** ZAMOK NOT FIND INVOKE
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ZamokIcon -> *** ZAMOK INIT
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InitEvent:OnEnable()
MainHelpGroupController:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

ON SCENE LOADED: scene 9
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SceneManipulator:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

Unable to send 'level_start' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:StartLevel()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

>>> Add Point Immid
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
PointSystem:AddPointsEmiddetly()


Unloading 15 unused Assets to reduce memory usage. Loaded Objects now: 16128.
Total: 8.085100 ms (FindLiveObjects: 0.570300 ms CreateObjectMapping: 0.325800 ms MarkObjects: 7.090700 ms  DeleteObjects: 0.098100 ms)

>>>> Start ASSET: Scene 9 (TimelineStart)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>>> Start ASSET lengthClipFloat: 3,316667
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Char Initer Point: Point
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SAVE! Level: 9 Last Point: Point
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

OnPlayerIniter -> *** Init Player
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
CharacterMovement:StartInitPlayer()
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 9 Last Point: Point
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

MenuButtonController -> *** MAIN MENU CLICK ICON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

MenuButtonController -> *** MAIN MENU CLOSE WINDOOWS
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

SAVE SLOT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SlotControllerUI:SaveSlot()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
<>c__DisplayClass85_0:<MoveAndInteract>b__0()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

AddItem >: Scene 9 Broken Fuse (Item) added!
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemContainer:AddItem(Item)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Unable to send 'AddItem' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:OnAddingItemAnalitic(Item)
ItemContainer:AddItem(Item)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 9 Last Point: Point (10)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SET START COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

START CHECK COMPARE
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemComparer:Update()

Unable to send 'InteractiveObject' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:InteractiveObjectInvoke(String)
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController:Update()

Unable to send 'RemoveItem' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:OnRemoveItemAnalitic(Item)
ItemContainer:RemoveItem(Item)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

Unable to send 'RemoveItem' event (Result: 'TooManyRequests').
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogWarningFormat(String, Object[])
UnityEngine.Analytics.AnalyticsEvent:Custom(String, IDictionary`2)
AnalyticsManager:OnRemoveItemAnalitic(Item)
ItemContainer:RemoveItem(Item)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 9 Last Point: Point (10)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

MenuButtonController -> *** MAIN MENU CLICK ICON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

MenuButtonController -> *** MAIN MENU CLOSE WINDOOWS
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

SAVE SLOT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SlotControllerUI:SaveSlot()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

StartPlaying: ListThemsGroup-5-10 (ListThemsGroup)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
MainMusicTheme:StartPlaying(ListThemsGroup)
<CheckToChangeThemeStandalone>d__29:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
<LoadThemsFromAsset>d__37:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task`1:TrySetResult(TResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult)
<Load>d__1:MoveNext()
Steamworks.DispatchDelegate:Invoke(T)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
UnityEngine.UpdatedEventHandler:Invoke()
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 9 Last Point: Point (14)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SET TO POINT ON PAUSE VOID: Point (16) (MapPoint)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
CharacterMovement:SetToPointOnPause(MapPoint)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InteractableObject:Interact()
<>c__DisplayClass85_0:<MoveAndInteract>b__0()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 9 Last Point: Point (16)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 9 Last Point: Point (To Floor Mid)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SET TO POINT ON PAUSE VOID: Point (12) (MapPoint)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
CharacterMovement:SetToPointOnPause(MapPoint)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
InteractableObject:Interact()
<>c__DisplayClass85_0:<MoveAndInteract>b__0()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 9 Last Point: Point (12)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SET TO POINT ON PAUSE VOID: Point (From Floor Left) (ActionMapPoint)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
CharacterMovement:SetToPointOnPause(MapPoint)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 9 Last Point: Point (18)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SET TO POINT ON PAUSE VOID: Point (To Floor Right) (ActionMapPoint)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
CharacterMovement:SetToPointOnPause(MapPoint)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 9 Last Point: Point (To Floor Right)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
CharacterSwitcher:SetMain()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>> TIME LINE MANAGER ->> TOUCH ON
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
TimelineManager:TouchEnabled()
TimelineManager:Update()

SetCursor -> *** SetCursor >>> TOUCH ON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 9 Last Point: Point (14)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

MenuButtonController -> *** MAIN MENU CLICK ICON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

MenuButtonController -> *** MAIN MENU CLOSE WINDOOWS
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

SAVE SLOT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SlotControllerUI:SaveSlot()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

MenuButtonController -> *** MAIN MENU CLICK ICON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

MenuButtonController -> *** MAIN MENU CLOSE WINDOOWS
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

SAVE SLOT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SlotControllerUI:SaveSlot()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

MenuButtonController -> *** MAIN MENU CLICK ICON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

MenuButtonController -> *** MAIN MENU CLOSE WINDOOWS
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

MenuButtonController -> *** MAIN MENU CLICK ICON
UnityEngine.Logger:LogFormat(LogType, String, Object[])
UnityEngine.Debug:LogFormat(String, Object[])
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

On EXit in MAIN GAME CONTROLLER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
MainGameController:OnExit()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

START EXIT GAME
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<ExitGameNumerator>d__56:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

EXIT GAME
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<ExitGameNumerator>d__56:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Setting up 6 worker threads for Enlighten.
  Thread -> id: 17f4 -> priority: 1 
  Thread -> id: 1054 -> priority: 1 
  Thread -> id: 3884 -> priority: 1 
  Thread -> id: 2790 -> priority: 1 
  Thread -> id: 1e70 -> priority: 1 
  Thread -> id: 1250 -> priority: 1 
Steam -> OnDestroy -> ON APP QUIT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SteamManager:OnDestroy()

Steam -> OnDestroy() -> SteamAPI.Shutdown
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)

Curl error 42: Callback aborted
