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: 70.589000 ms
AWAKE STEAM MANAGER
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
SteamManager:Awake()

Current Date and Time: 06/11/2023 12:16:56
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: 1.534700 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: 5.940000 ms (FindLiveObjects: 0.308800 ms CreateObjectMapping: 0.230100 ms MarkObjects: 5.309600 ms  DeleteObjects: 0.091200 ms)

File to load: Slot4new
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/Slot4new.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: Slot4new 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: 12, 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: 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)
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 (Unknown) on this Behaviour is missing!

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

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

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

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

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

The referenced script (Unknown) on this 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: 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: 4.219600 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 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()

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)
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()

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()
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()

Char Initer Point: Point (27)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement: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()
PointSystem:CheckPoint(MapPoint)
<Init>d__61:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
CharacterMovement:Init()
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()

SAVE! Level: 12 Last Point: Point (27)
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()
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()

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()
Steamworks.DispatchDelegate:Invoke(T)
UnityEngine.Events.InvokableCall`1:Invoke(T1)
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()

>>>> SET LEFT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Bum12:SetLeft()
UnityEngine.UpdatedEventHandler:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
MonitoringStates:Start()


Unloading 328 unused Assets to reduce memory usage. Loaded Objects now: 15159.
Total: 7.424300 ms (FindLiveObjects: 0.496000 ms CreateObjectMapping: 0.369900 ms MarkObjects: 6.128800 ms  DeleteObjects: 0.429200 ms)

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()

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 (8)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 12 Last Point: Point (8)
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 12 Gun (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()

>> 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 (8)
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: 12 Last Point: Point (8)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

StateMachineBehaviour: EXIT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)

SET TO POINT ON PAUSE VOID: Point (4) (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 (5)
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: 12 Last Point: Point (5)
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: 12 Last Point: Point (5)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SET TO POINT ON PAUSE VOID: Point (3) (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 (10)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

>>>> START RIGHT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Bum12:StartRight()
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: 12 Last Point: Point (10)
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)

SOLVED: False
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<Checking>d__22: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 (6)
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: 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)

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)

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()

SET TO POINT ON PAUSE VOID: Point (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)

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()
<>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)

>>> 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 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: 4.911600 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 76 unused Assets to reduce memory usage. Loaded Objects now: 10066.
Total: 6.992700 ms (FindLiveObjects: 0.376600 ms CreateObjectMapping: 0.207700 ms MarkObjects: 6.267000 ms  DeleteObjects: 0.141200 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()

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()
UnityEngine.Timeline.SignalReceiver:OnNotify(Playable, INotification, Object)

>>> 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)

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)

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

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

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

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

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

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

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

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

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

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

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

The referenced script (Unknown) on this 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: 3.314200 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)

Termometer -> TERMOMETR START MONIT
UnityEngine.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()

>>> 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 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()
MonitoringStates:Start()


Unloading 16 unused Assets to reduce memory usage. Loaded Objects now: 15684.
Total: 7.571300 ms (FindLiveObjects: 0.532700 ms CreateObjectMapping: 0.335100 ms MarkObjects: 6.592800 ms  DeleteObjects: 0.110400 ms)

>>>> Start ASSET: Scene 18 From 17 (TimelineStart)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>>> Start ASSET lengthClipFloat: 8,516666
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

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)

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 (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()

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()
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: 18 Last Point: Point (1)
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)

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)

>> 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 (0)
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: 18 Last Point: Point (3)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SAVE! Level: 18 Last Point: Point (3)
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 12 Ammo (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()

>> 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 (3)
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 12 Gun (Item), Scene 12 Powder (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: 18 Last Point: Point (3)
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()

SAVE! Level: 18 Last Point: Point (3)
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()

SAVE! Level: 18 Last Point: Point (3)
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 12 Gun&Powder (Item) added!
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemContainer:AddItem(Item)
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 12 Gun&Powder (Item), Scene 12 Ammo (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: 18 Last Point: Point (3)
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()

SAVE! Level: 18 Last Point: Point (3)
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()

SAVE! Level: 18 Last Point: Point (3)
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 12 Gun&Powder&Ammo (Item) added!
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ItemContainer:AddItem(Item)
ItemComparer:TryCompare(Item, Item)
ItemComparer:CheckItems(List`1)
ItemComparer: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()

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: 18 Last Point: Point (4)
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)

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 (4)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

STATE EXIT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)

AddItem >: Scene 18 Termometer (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: 18 Last Point: Point (5)
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()

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)

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()

AddItem >: Scene 18 Shoe(Water) (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: 18 Last Point: Point (6)
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()

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 (7)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

AddItem >: Scene 14 Card Done (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)

STATE EXIT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(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: 18 Last Point: Point (2)
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()

>>> 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 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: 6.702700 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 1313 unused Assets to reduce memory usage. Loaded Objects now: 9414.
Total: 7.183000 ms (FindLiveObjects: 0.357100 ms CreateObjectMapping: 0.252800 ms MarkObjects: 5.709000 ms  DeleteObjects: 0.863800 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)

UnloadTime: 2.685300 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: 14850.
Total: 7.240000 ms (FindLiveObjects: 0.525000 ms CreateObjectMapping: 0.249100 ms MarkObjects: 6.391300 ms  DeleteObjects: 0.074400 ms)

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

>>>> Start ASSET lengthClipFloat: 11,48333
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: 12 Last Point: Point
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

SET TO POINT ON PAUSE VOID: Point (17) (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()

>>> 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 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: 6.028100 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 14 unused Assets to reduce memory usage. Loaded Objects now: 11231.
Total: 6.745800 ms (FindLiveObjects: 0.431500 ms CreateObjectMapping: 0.212200 ms MarkObjects: 6.051300 ms  DeleteObjects: 0.050500 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)

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()

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()

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: 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: 2.519200 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 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: 12198.
Total: 7.021600 ms (FindLiveObjects: 0.430000 ms CreateObjectMapping: 0.253100 ms MarkObjects: 6.230600 ms  DeleteObjects: 0.107700 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()

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 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()
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: 13 Last Point: Point (3)
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()

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 (4)
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: 13 Last Point: Point (13)
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: 13 Last Point: Point (4)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameProgressManager:AutoSave()
TimelineManager:TouchEnabled()
TimelineManager:Update()

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()
InteractableObject:Interact()
CharacterMovement:MoveAndInteract(Path, InteractableObject)
TouchController:CheckCollisions(RaycastHit2D[])
TouchController: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()
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: 13 Last Point: Point (3)
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()

SET TO POINT ON PAUSE VOID: Point (2) (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()

>>> Loading ...Get Scene: 14 - 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 (Unknown) on this Behaviour is missing!

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

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

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

The referenced script (Unknown) on this 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 (6)') is missing!

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

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

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

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

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

The referenced script on this Behaviour (Game Object 'Point (12)') 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 (8)') is missing!

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

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

The referenced script on this Behaviour (Game Object 'MainCharacter') 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: 5.000400 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 14
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 16 unused Assets to reduce memory usage. Loaded Objects now: 11766.
Total: 6.594100 ms (FindLiveObjects: 0.430900 ms CreateObjectMapping: 0.265700 ms MarkObjects: 5.850000 ms  DeleteObjects: 0.047300 ms)

>>>> Start ASSET: Scene 14 From 13 (TimelineStart)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>>> Start ASSET lengthClipFloat: 7,083333
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: 14 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: 14 Last Point: Point (0)
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: 14 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: 14 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: 14 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: 14 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()

Try Compare: Scene 14 Card Done (Item), Scene 14 Card Done (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()

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)

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()
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)

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)

>> 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: 14 Last Point: Point (1)
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()

>>> Loading ...Get Scene: 15 - 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 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 SYSTEM') is missing!

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

The referenced script on this Behaviour (Game Object 'Point') 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: 4.678300 ms
ON SCENE LOADED: scene 15
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 26 unused Assets to reduce memory usage. Loaded Objects now: 12311.
Total: 7.098700 ms (FindLiveObjects: 0.393800 ms CreateObjectMapping: 0.233500 ms MarkObjects: 6.372300 ms  DeleteObjects: 0.098800 ms)

>>>> Start ASSET: Scene 15 First Enter (TimelineStart)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>>> Start ASSET lengthClipFloat: 39,55
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

StartPlaying: ListThemsGroup-15 (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
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: 15 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: leftupWrong 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: leftupWrong 2
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: leftupWrong 2
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: leftupWrong 2
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
AnimationController:WrongAction()
UnityEngine.UpdatedEventHandler:Invoke()
<MovingCommon>d__69:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

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: 14 - 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()
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()
GameEventListener:OnEventRaised()
UnityEngine.UpdatedEventHandler:Invoke()
GameEvent:Invoke()
UnityEngine.UpdatedEventHandler:Invoke()
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 on this Behaviour (Game Object 'Point (6)') is missing!

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

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

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

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

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

The referenced script on this Behaviour (Game Object 'Point (12)') 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 (8)') is missing!

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

The referenced script on this Behaviour (Game Object 'Point (10)') 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 SYSTEM') 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: 3.977300 ms
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()
ObjectProgressManager:Init()
ObjectProgressManager:Awake()

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()
ObjectProgressManager:Init()
ObjectProgressManager: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 14
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: 11743.
Total: 6.342000 ms (FindLiveObjects: 0.480600 ms CreateObjectMapping: 0.220400 ms MarkObjects: 5.593100 ms  DeleteObjects: 0.047800 ms)

>>>> Start ASSET: Scene 14 From 15 (Water Down) (TimelineStart)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>>> Start ASSET lengthClipFloat: 11,88333
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Char Initer 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)

>>> 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()
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 (Unknown) on this Behaviour is missing!

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

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

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

The referenced script (Unknown) on this 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: 3.694800 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 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 94 unused Assets to reduce memory usage. Loaded Objects now: 12168.
Total: 6.566600 ms (FindLiveObjects: 0.425100 ms CreateObjectMapping: 0.223600 ms MarkObjects: 5.809500 ms  DeleteObjects: 0.108300 ms)

>>>> Start ASSET: Scene 13 From 14 (TimelineStart)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<AwakeInit>d__14:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

>>>> Start ASSET lengthClipFloat: 3,216667
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: 13 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: 13 Last Point: Point (0)
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()

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: 2774 -> priority: 1 
  Thread -> id: 341c -> priority: 1 
  Thread -> id: 248c -> priority: 1 
  Thread -> id: 26fc -> priority: 1 
  Thread -> id: 1e40 -> priority: 1 
  Thread -> id: 2b98 -> 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
