Initialize engine version: 5.4.6f3 (7c5210d1343f) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.0] Renderer: NVIDIA GeForce GTX 750 Ti (ID=0x1380) Vendor: NVIDIA VRAM: 1984 MB Default GameObject BitMask: UI already registered (Filename: Line: 98) Begin MonoManager ReloadAssembly Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-CSharp.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-CSharp.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-UnityScript.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.UI.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.UI.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.Networking.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.Analytics.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.Analytics.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\CoherentUIGTNet.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\CoherentUIGTNet.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\GalaxyCSharp.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\GalaxyCSharp.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\uLink.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\uLink.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.CrashLog.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.CrashLog.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Newtonsoft.Json.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Newtonsoft.Json.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Newtonsoft.Json.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Newtonsoft.Json.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\TextMeshPro-1.0.55.54.0b12.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\TextMeshPro-1.0.55.54.0b12.dll into Unity Child Domain - Completed reload, in 0.055 seconds Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.Core.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.Xml.dll (this message is harmless) Initializing input. Input initialized. desktop: 1920x1080 60Hz; virtual: 3200x1080 at 0,0 Initialized touch support. UnloadTime: 0.821423 ms WFTO Version: 'v2.0.4' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Coherent GT system initialized. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [Coherent GT] System renderer initialized. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.Runtime.Serialization.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.Xml.Linq.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.Data.dll (this message is harmless) Multiple audio items with name 'tutorial_shrine_inhibitor_introduction_1' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Multiple audio items with name 'tutorial_addsin_introduction_1' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [Debug] No render texture present. Recreating it (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) GOG Auth:True (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Unloading 5 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 5.550770 ms Naviguating to Main (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Unloading 151 unused Assets to reduce memory usage. Loaded Objects now: 122548. Total: 73.021606 ms (FindLiveObjects: 4.395237 ms CreateObjectMapping: 10.277901 ms MarkObjects: 58.115204 ms DeleteObjects: 0.228003 ms) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.Configuration.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Mono.Security.dll (this message is harmless) Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Public Address: 24.117.82.148 , Local Address: 192.168.0.2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Unloading 3 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 25.879400 ms Unloading 4798 unused Assets to reduce memory usage. Loaded Objects now: 94855. Total: 85.121880 ms (FindLiveObjects: 5.404493 ms CreateObjectMapping: 9.864003 ms MarkObjects: 59.144409 ms DeleteObjects: 10.708144 ms) Unloading 3 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 11.611570 ms Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 94882. Total: 86.740067 ms (FindLiveObjects: 4.902220 ms CreateObjectMapping: 8.922622 ms MarkObjects: 69.603493 ms DeleteObjects: 3.310072 ms) Minimap Start (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Unknown Template for toggleattackableprotection for faction 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Unknown Template for toggleattackableprotection for faction 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Unknown Template for toggleattackableprotection for faction 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Unknown Template for toggleattackableprotection for faction 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Unknown Template for toggleattackableprotection for faction 4 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Unknown Template for toggleattackableprotection for faction 5 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Unloading 1 Unused Serialized files (Serialized files now loaded: 0) Unloading 12 unused Assets to reduce memory usage. Loaded Objects now: 163415. Total: 286.894440 ms (FindLiveObjects: 6.769468 ms CreateObjectMapping: 13.479373 ms MarkObjects: 266.256348 ms DeleteObjects: 0.388132 ms) Preloaded 0 units. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Preloaded 551 VFX textures. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) GameStatePlay:SetupSound (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Setting up Minimap (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Minimap first tick (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Multiple audio items with name 'tutorial_shrine_inhibitor_introduction_1' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Multiple audio items with name 'tutorial_addsin_introduction_1' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! Oculus_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! Bafu_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! Shadow_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Shadow_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Beastmaster 'BeastMaster_0(5157)' was unable to bring beast: Oculus_0(5209) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! Shadow_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! Gnarling_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Beastmaster 'BeastMaster_0(5157)' was unable to bring beast: Shadow_0(5913) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! Gnarling_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! Behemoth_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! Oculus_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! Oculus_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! Oculus_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Oculus_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! EmberDemon_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! EmberDemon_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! EmberDemon_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! EmberDemon_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! EmberDemon_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! EmberDemon_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Unable to find save item drop location after 64 randomized attempts! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Unable to spawn gold item after 64 randomized attempts! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Unable to find save item drop location after 64 randomized attempts! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Unable to spawn gold item after 64 randomized attempts! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Unable to find save item drop location after 64 randomized attempts! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Unable to spawn gold item after 64 randomized attempts! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! EmberDemon_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! EmberDemon_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! EmberDemon_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Skarg_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Necromancer_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Oculus_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on SummoningStone (WSummoningStoneRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on Underminer (WUnderminerRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! BeastMaster_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on ReplacementWall (WReplacementWallRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on ReplacementWall (WReplacementWallRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! EmberDemon_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) WTrigger.Call on null.Void DelayedServerUpdate() as thrown 'System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPropProgressiveRenderer.DelayedServerUpdate () [0x00000] in :0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in :0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in :0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in :0 at WTriggers+WTrigger.Call () [0x00000] in :0 '! See exception log below: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPropProgressiveRenderer.DelayedServerUpdate () [0x00000] in :0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) WTrigger:Call() WTriggers:Tick(Single) Tick:unreliableTickGame(Int64) Tick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) WTrigger.Call on null.Void DelayedServerUpdate() as thrown 'System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPropProgressiveRenderer.DelayedServerUpdate () [0x00000] in :0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in :0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in :0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in :0 at WTriggers+WTrigger.Call () [0x00000] in :0 '! See exception log below: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPropProgressiveRenderer.DelayedServerUpdate () [0x00000] in :0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) WTrigger:Call() WTriggers:Tick(Single) Tick:unreliableTickGame(Int64) Tick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) WTrigger.Call on null.Void DelayedServerUpdate() as thrown 'System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPropProgressiveRenderer.DelayedServerUpdate () [0x00000] in :0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in :0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in :0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in :0 at WTriggers+WTrigger.Call () [0x00000] in :0 '! See exception log below: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPropProgressiveRenderer.DelayedServerUpdate () [0x00000] in :0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) WTrigger:Call() WTriggers:Tick(Single) Tick:unreliableTickGame(Int64) Tick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) WTrigger.Call on null.Void DelayedServerUpdate() as thrown 'System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPropProgressiveRenderer.DelayedServerUpdate () [0x00000] in :0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in :0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in :0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in :0 at WTriggers+WTrigger.Call () [0x00000] in :0 '! See exception log below: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPropProgressiveRenderer.DelayedServerUpdate () [0x00000] in :0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) WTrigger:Call() WTriggers:Tick(Single) Tick:unreliableTickGame(Int64) Tick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) WTrigger.Call on null.Void DelayedServerUpdate() as thrown 'System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPropProgressiveRenderer.DelayedServerUpdate () [0x00000] in :0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in :0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in :0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in :0 at WTriggers+WTrigger.Call () [0x00000] in :0 '! See exception log below: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPropProgressiveRenderer.DelayedServerUpdate () [0x00000] in :0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) WTrigger:Call() WTriggers:Tick(Single) Tick:unreliableTickGame(Int64) Tick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) WTrigger.Call on null.Void DelayedServerUpdate() as thrown 'System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPropProgressiveRenderer.DelayedServerUpdate () [0x00000] in :0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in :0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in :0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in :0 at WTriggers+WTrigger.Call () [0x00000] in :0 '! See exception log below: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPropProgressiveRenderer.DelayedServerUpdate () [0x00000] in :0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) WTrigger:Call() WTriggers:Tick(Single) Tick:unreliableTickGame(Int64) Tick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Gnarling_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on WardingTotem (WDefenseRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on Underminer (WUnderminerRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Gnarling_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! EmberDemon_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Chunder_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) No owned on EmberRift (WDefenseRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Oculus_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on WardingTotem (WDefenseRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on ManaVault (WManaVaultRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at GameLogic.Rules.BoneChiller.performServerLogic () [0x00000] in :0 at DataAccess.DefenceDataImpl`1[E].performServerLogic () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) DataAccess.DefenceDataImpl`1:performServerLogic() WDefence:selectDefence() DataAccess.DefenceDataImpl`1:selectDefence() Player.DefaultSelection:visit(IDefenceData) DataAccess.DefenceDataImpl`1:accept(IDataObjectVisitor) Player.DefaultSelection:perform() Player.PlayerHand:leftMouseDown(IPhysicalObject, Vector3f) WFTO.CursorController:Update(Ray) WFTO.MouseCursor:Update() (Filename: Line: -1) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! Chunder_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Chunder_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at UnitEmoticon.CreateRendererWith (UnityEngine.Sprite sprite, Boolean positive, Boolean isfullfilled, Boolean usePos) [0x00000] in :0 at UnitEmoticon.ShowEmoticon (System.String type, Boolean positive, Boolean isfullfilled) [0x00000] in :0 at UnitEmoticon.Unit_AfterNeedModified (IUnitData u, NeedType type, Single newValue, Single oldValue) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4:invoke_void__this___IUnitData_NeedType_single_single (DataAccess.IUnitData,NeedType,single,single) at DataAccess.UnitDataImpl`1[E].setNeedSatisfaction (NeedType needType, Single amount) [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].adjustNeedSatisfaction (NeedType needType, Single amount) [0x00000] in :0 at GameLogic.AI.NeedSatisfaction.satisfyOn (INeedSatisfierData ns) [0x00000] in :0 at GameLogic.AI.NeedSatisfaction.satisfyOnCurrent () [0x00000] in :0 at BT.Training.Execute () [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'Training' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! BeastMaster_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[WPotionBrewing].get_Item (Int32 index) [0x00000] in :0 at WftoUI.PotionPanel.TryDropBackPotion () [0x00000] in :0 at WftoUI.PotionPanel.potionpanel_grabPotionRightClicked (System.String potionId) [0x00000] in :0 at WftoUI.CoherentEvents+c__AnonStoreyFE`1[System.String].<>m__27F (System.String t) [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) WftoUI.c__AnonStoreyFE`1:<>m__27F(String) System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) Coherent.UIGT.Invoker:ExecuteAndSendResult(Binder, Delegate, Object[], Boolean) Coherent.UIGT.Invoker:Invoke(Int32) Coherent.UIGT.CoherentUIGT_NativePINVOKE:View_Layout(HandleRef) Coherent.UIGT.View:Layout() CoherentUIGTView:Layout() CoherentUIGTSystem:Update() (Filename: Line: -1) ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[WPotionBrewing].get_Item (Int32 index) [0x00000] in :0 at WftoUI.PotionPanel.TryDropBackPotion () [0x00000] in :0 at WftoUI.PotionPanel.potionpanel_grabPotionRightClicked (System.String potionId) [0x00000] in :0 at WftoUI.CoherentEvents+c__AnonStoreyFE`1[System.String].<>m__27F (System.String t) [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) WftoUI.c__AnonStoreyFE`1:<>m__27F(String) System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) Coherent.UIGT.Invoker:ExecuteAndSendResult(Binder, Delegate, Object[], Boolean) Coherent.UIGT.Invoker:Invoke(Int32) Coherent.UIGT.CoherentUIGT_NativePINVOKE:View_Layout(HandleRef) Coherent.UIGT.View:Layout() CoherentUIGTView:Layout() CoherentUIGTSystem:Update() (Filename: Line: -1) ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[WPotionBrewing].get_Item (Int32 index) [0x00000] in :0 at WftoUI.PotionPanel.TryDropBackPotion () [0x00000] in :0 at WftoUI.PotionPanel.potionpanel_grabPotionRightClicked (System.String potionId) [0x00000] in :0 at WftoUI.CoherentEvents+c__AnonStoreyFE`1[System.String].<>m__27F (System.String t) [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) WftoUI.c__AnonStoreyFE`1:<>m__27F(String) System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) Coherent.UIGT.Invoker:ExecuteAndSendResult(Binder, Delegate, Object[], Boolean) Coherent.UIGT.Invoker:Invoke(Int32) Coherent.UIGT.CoherentUIGT_NativePINVOKE:View_Layout(HandleRef) Coherent.UIGT.View:Layout() CoherentUIGTView:Layout() CoherentUIGTSystem:Update() (Filename: Line: -1) ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[WPotionBrewing].get_Item (Int32 index) [0x00000] in :0 at WftoUI.PotionPanel.TryDropBackPotion () [0x00000] in :0 at WftoUI.PotionPanel.potionpanel_brewPotionRightClicked (System.String potionId) [0x00000] in :0 at WftoUI.CoherentEvents+c__AnonStoreyFE`1[System.String].<>m__27F (System.String t) [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) WftoUI.c__AnonStoreyFE`1:<>m__27F(String) System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) Coherent.UIGT.Invoker:ExecuteAndSendResult(Binder, Delegate, Object[], Boolean) Coherent.UIGT.Invoker:Invoke(Int32) Coherent.UIGT.CoherentUIGT_NativePINVOKE:View_Layout(HandleRef) Coherent.UIGT.View:Layout() CoherentUIGTView:Layout() CoherentUIGTSystem:Update() (Filename: Line: -1) ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[WPotionBrewing].get_Item (Int32 index) [0x00000] in :0 at WftoUI.PotionPanel.TryDropBackPotion () [0x00000] in :0 at WftoUI.PotionPanel.potionpanel_brewPotionRightClicked (System.String potionId) [0x00000] in :0 at WftoUI.CoherentEvents+c__AnonStoreyFE`1[System.String].<>m__27F (System.String t) [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) WftoUI.c__AnonStoreyFE`1:<>m__27F(String) System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) Coherent.UIGT.Invoker:ExecuteAndSendResult(Binder, Delegate, Object[], Boolean) Coherent.UIGT.Invoker:Invoke(Int32) Coherent.UIGT.CoherentUIGT_NativePINVOKE:View_Layout(HandleRef) Coherent.UIGT.View:Layout() CoherentUIGTView:Layout() CoherentUIGTSystem:Update() (Filename: Line: -1) ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[WPotionBrewing].get_Item (Int32 index) [0x00000] in :0 at WftoUI.PotionPanel.TryDropBackPotion () [0x00000] in :0 at WftoUI.PotionPanel.potionpanel_brewPotionRightClicked (System.String potionId) [0x00000] in :0 at WftoUI.CoherentEvents+c__AnonStoreyFE`1[System.String].<>m__27F (System.String t) [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) WftoUI.c__AnonStoreyFE`1:<>m__27F(String) System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) Coherent.UIGT.Invoker:ExecuteAndSendResult(Binder, Delegate, Object[], Boolean) Coherent.UIGT.Invoker:Invoke(Int32) Coherent.UIGT.CoherentUIGT_NativePINVOKE:View_Layout(HandleRef) Coherent.UIGT.View:Layout() CoherentUIGTView:Layout() CoherentUIGTSystem:Update() (Filename: Line: -1) ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[WPotionBrewing].get_Item (Int32 index) [0x00000] in :0 at WftoUI.PotionPanel.TryDropBackPotion () [0x00000] in :0 at WftoUI.PotionPanel.potionpanel_grabPotionRightClicked (System.String potionId) [0x00000] in :0 at WftoUI.CoherentEvents+c__AnonStoreyFE`1[System.String].<>m__27F (System.String t) [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) WftoUI.c__AnonStoreyFE`1:<>m__27F(String) System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) Coherent.UIGT.Invoker:ExecuteAndSendResult(Binder, Delegate, Object[], Boolean) Coherent.UIGT.Invoker:Invoke(Int32) Coherent.UIGT.CoherentUIGT_NativePINVOKE:View_Layout(HandleRef) Coherent.UIGT.View:Layout() CoherentUIGTView:Layout() CoherentUIGTSystem:Update() (Filename: Line: -1) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[WPotionBrewing].get_Item (Int32 index) [0x00000] in :0 at WftoUI.PotionPanel.TryDropBackPotion () [0x00000] in :0 at WftoUI.PotionPanel.potionpanel_grabPotionRightClicked (System.String potionId) [0x00000] in :0 at WftoUI.CoherentEvents+c__AnonStoreyFE`1[System.String].<>m__27F (System.String t) [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) WftoUI.c__AnonStoreyFE`1:<>m__27F(String) System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) Coherent.UIGT.Invoker:ExecuteAndSendResult(Binder, Delegate, Object[], Boolean) Coherent.UIGT.Invoker:Invoke(Int32) Coherent.UIGT.CoherentUIGT_NativePINVOKE:View_Layout(HandleRef) Coherent.UIGT.View:Layout() CoherentUIGTView:Layout() CoherentUIGTSystem:Update() (Filename: Line: -1) ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[WPotionBrewing].get_Item (Int32 index) [0x00000] in :0 at WftoUI.PotionPanel.TryDropBackPotion () [0x00000] in :0 at WftoUI.PotionPanel.potionpanel_cauldronRightClicked () [0x00000] in :0 at WftoUI.CoherentEvents+c__AnonStoreyFD.<>m__27E () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) WftoUI.c__AnonStoreyFD:<>m__27E() System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) Coherent.UIGT.Invoker:ExecuteAndSendResult(Binder, Delegate, Object[], Boolean) Coherent.UIGT.Invoker:Invoke(Int32) Coherent.UIGT.CoherentUIGT_NativePINVOKE:View_Layout(HandleRef) Coherent.UIGT.View:Layout() CoherentUIGTView:Layout() CoherentUIGTSystem:Update() (Filename: Line: -1) [Coherent GT] (Error) JS coui://uiresources/wftoUI/ingame/js/potionpanel.js:20:38: TypeError: undefined is not an object (evaluating 'potionpanel_cauldronRightClicked().bind') (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [Coherent GT] (Error) JS coui://uiresources/wftoUI/ingame/js/potionpanel.js:20:38: TypeError: undefined is not an object (evaluating 'potionpanel_cauldronRightClicked().bind') (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[WPotionBrewing].get_Item (Int32 index) [0x00000] in :0 at WftoUI.PotionPanel.TryDropBackPotion () [0x00000] in :0 at WftoUI.PotionPanel.potionpanel_cauldronRightClicked () [0x00000] in :0 at WftoUI.CoherentEvents+c__AnonStoreyFD.<>m__27E () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) WftoUI.c__AnonStoreyFD:<>m__27E() System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) Coherent.UIGT.Invoker:ExecuteAndSendResult(Binder, Delegate, Object[], Boolean) Coherent.UIGT.Invoker:Invoke(Int32) Coherent.UIGT.CoherentUIGT_NativePINVOKE:View_Layout(HandleRef) Coherent.UIGT.View:Layout() CoherentUIGTView:Layout() CoherentUIGTSystem:Update() (Filename: Line: -1) No owned on WardingTotem (WDefenseRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! WitchDoctor_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Could not drop WitchDoctor_0(10306) on podium (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! Vampire_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! BeastMaster_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) No owned on WardingTotem (WDefenseRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on WardingTotem (WDefenseRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Satisfy:Exit(BehaviorStatus) BT.Node:Terminate() BT.Node:Terminate() BT.Event:SetCurrentNode(Int32, Boolean) BT.Event:SetCurrentNode(Int32) BT.Event:Exit(BehaviorStatus) BT.NeedSatisfactionRoot:Exit(BehaviorStatus) BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) No owned on ManaVault (WManaVaultRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on EmberRift (WDefenseRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on Bombard (WProjectileTrapRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on ManaVault (WManaVaultRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on BoneChiller (WBoneChillerRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on EmberRift (WDefenseRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on ManaVault (WManaVaultRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) No owned on EmberRift (WDefenseRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Could not drop WitchDoctor_0(10306) on podium (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! EmberDemon_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) No owned on EmberRift (WDefenseRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Could not drop WitchDoctor_0(10306) on podium (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Tick () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'HungerRaw' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].Action (BTEvent actionType) [0x00000] in :0 at BT.HungerRaw.Exit (BehaviorStatus status) [0x00000] in :0 at BT.Node.Terminate () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BT.Node:Terminate() BT.Node:Tick() BT.Satisfy:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.NeedSatisfactionRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) LoadBalancedTick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! EmberDemon_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! EmberDemon_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Worker_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! EmberDemon_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on ReplacementWall (WReplacementWallRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on GoldDrop(Clone) (WGoldDropRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Skarg_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Lowering time sync detected (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Client have a dead unit ! Spirit_Vampire_0 (NetworkUnitMovement) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WAttackable.setHealth (Single newHealth) [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setHealth (IAttackable instiguator, Single newHealth, System.Collections.Generic.List`1 types) [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) DataAccess.UnitDataImpl`1:setHealth(IAttackable, Single, List`1) DataAccess.UnitDataImpl`1:attacked(IAttackable, Single, List`1) DataAccess.ConverterCoreHelper:MegaKill(IAttackable) DataAccess.ConverterCoreHelper:.ctor(Int32, Int32) DataAccess.ConverterCoreHelper:Create(Int32, Int32) DataAccess.CoreDataImpl`1:CoreDataImpl_OnKnockedOut(IAttackable) Common.ExceptionSafeEventHandler`1:invokeAll(IAttackable) DataAccess.PropAttackableDataImpl`1:Die() DataAccess.PropAttackableDataImpl`1:setHealth(IAttackable, Single, List`1) DataAccess.PropAttackableDataImpl`1:attacked(IAttackable, Single, List`1) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DmgScalingMissingHealth(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:atk_OnAbilityImpact() WAttackable:tickAbilityImpact(Single) Tick:reliableTickGame() Tick:TickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) No owned on ManaVault (WManaVaultRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on EmberRift (WDefenseRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) No owned on ManaVault (WManaVaultRenderer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Minimap Stop (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Unloading 1 Unused Serialized files (Serialized files now loaded: 0) Unloading 37153 unused Assets to reduce memory usage. Loaded Objects now: 118306. Total: 434.267731 ms (FindLiveObjects: 9.614391 ms CreateObjectMapping: 18.897165 ms MarkObjects: 331.417236 ms DeleteObjects: 74.338379 ms) Unloading 4 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 23.678320 ms Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 142780. Total: 364.247284 ms (FindLiveObjects: 22.747189 ms CreateObjectMapping: 11.009286 ms MarkObjects: 310.631470 ms DeleteObjects: 19.858217 ms) Naviguating to Multiplayer (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Ping: Error performing ICMP transmission. Possibly because of a timeout Setting up 1 worker threads for Enlighten. Thread -> id: 1c14 -> priority: 1