In the title I see “client”. Unity guys can read it as “server”?..
Actually, there is nothing to wonder at. Let’s open a typical Unity log:
GAME_SAVE_SUBKEY DBF Asset has 0 records! Something went wrong generating it. Try checking the generated XMLs in the DBF folder.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
SCENARIO_GUEST_HEROES DBF Asset has 0 records! Something went wrong generating it. Try checking the generated XMLs in the DBF folder.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Some data is missing? Never mind, it wasn’t important anyway.
AssetLoader.LoadBatchedCardXmls: Loaded duplicate card id CS2_056_H1
Two cards are always better than one!
Unsupported encoding: ‘iso-8859-1,application/json’
All you need is ASCII.
Navigation.PushUnique called for non-static method! - OnBackOutOfDeckContents
No compile-time type check is possible in C#, right?
[BattleNet] [Games] Version mismatched. Client:15.2.0.0 Server:1250579 (Void LogWarning(System.String, System.String) at :0)
Don’t bother, any client can work with any server, right?
The referenced script on this Behaviour (Game Object ‘Buff_FX’) is missing!
User is always right, don’t even try to validate their data!
The referenced script on this Behaviour (Game Object ‘’) is missing!
I said “never”!
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path “SceneMgr/LoadingScreen/VictoryTwoScoop(Clone)/Hitbox”
Object of negative size? Or scale? Anybody know what property we are actually checking…?
Unity developers most likely will be continue working even receiving negative salary.
ParticleStopAction.OnEnter() - GameObject GameObjectContainer (UnityEngine.GameObject) has no ParticleSystem component
Stop it. No matter what. Even if it never started.
Spell.ChangeFsmStateNow() - stateType BIRTH was requested but the m_fsmStateMap is null
No doors here? Never mind, keep moving! Show must go on!
Animator.GotoState: State could not be found
And on!
Invalid Layer Index ‘-1’
And on!
2020-09-22 21:46:12.499: DALFX_ArchmageVargoth_CustomSummon(Clone) (Spell).BuildFsmStateMap() - Found 2 states for SpellStateType ACTION. There should be 1.
2020-09-22 21:46:12.505: DALFX_ArchmageVargoth_CustomSummon(Clone) (Spell).BuildFsmStateMap() - Found 2 transitions for SpellStateType ACTION. There should be 1.
How it is even possible? Two in one!
2020-09-22 21:46:13.930: DontDestroyOnLoad only work for root GameObjects or components on root GameObjects.
I wonder why does it exist for the rest at all.
2020-09-22 21:52:37.838: [UIStatus] Tried handling done change states, but WidgetInstance HeroPickerButtonWidget_NEWER.prefab:77663c55012d8664da88a5da77058167 (id -498666) never started!
It didn’t do anything useful anyway, keep working!