Initialize engine version: 5.3.5p4 (f55402cb6571) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.0] Renderer: NVIDIA GeForce GTX 770 (ID=0x1184) Vendor: NVIDIA VRAM: 4026 MB Default GameObject BitMask: UI already registered (Filename: Line: 98) Begin MonoManager ReloadAssembly Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.dll into Unity Child Domain Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-CSharp.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-CSharp.dll into Unity Child Domain Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-UnityScript.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.UI.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.UI.dll into Unity Child Domain Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.Networking.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.Analytics.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.Analytics.dll into Unity Child Domain Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\CoherentUINet.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\CoherentUINet.dll into Unity Child Domain Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\uLink.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\uLink.dll into Unity Child Domain Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.CrashLog.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.CrashLog.dll into Unity Child Domain Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Newtonsoft.Json.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Newtonsoft.Json.dll into Unity Child Domain Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Newtonsoft.Json.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Newtonsoft.Json.dll into Unity Child Domain Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\CoherentUICommon.dll (this message is harmless) Loading D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\CoherentUICommon.dll into Unity Child Domain - Completed reload, in 0.048 seconds Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.Core.dll (this message is harmless) Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.dll (this message is harmless) Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.Xml.dll (this message is harmless) Initializing input. Input initialized. desktop: 1680x1050 59Hz; virtual: 1680x1050 at 0,0 Initialized touch support. UnloadTime: 0.755473 ms WFTO Version: 'v1.4.1f1' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Settings Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) Initializing Coherent UI ver. 2.6.6.0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Coherent Browser system initialized.. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 61740 | 64728 22:22:23.211347 Staring Coherent UI Host ver. 2.6.6.0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 61740 | 64728 22:22:23.211347 Detected OS: Windows NT 6.1 SP1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 61740 | 64728 22:22:23.235348 [61740:64728:INFO:UIContentClient.cpp(74)] GPU info collected in host process: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 61740 | 64728 22:22:23.235348 [61740:64728:INFO:UIContentClient.cpp(79)] Main GPU vendor 4318 device 4484 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 61740 | 64728 22:22:23.235348 [61740:64728:INFO:UIContentClient.cpp(99)] GPU driver NVIDIA 10.18.13.6510 from 4-27-2016 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) Coherent UI context initialized successfully (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) Selected DirectX device info: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) Device name {\\.\DISPLAY1}, DeviceId {4484} (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) Device description {NVIDIA GeForce GTX 770} (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) VendorId {4318}, Driver ver. {2814827077376366} (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Warning) This video adapter has NO support for non-power-of-two textures (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) View created successfully with id 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 61740 | 64728 22:22:23.303352 Navigating view 0 to coui://uiresources/wftoUI/loading/Loading.html (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 61740 | 65796 22:22:23.318353 [64724:66004:INFO:renderer_main.cc(214)] Running without renderer sandbox (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 61740 | 64728 22:22:23.323353 [61740:64728:INFO:(0)] Selected DirectX device in GPUproc info: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 61740 | 64728 22:22:23.323353 [61740:64728:INFO:(0)] Device name {\\.\DISPLAY1}, DeviceId {4484} (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 61740 | 64728 22:22:23.323353 [61740:64728:INFO:(0)] VendorId {4318}, Driver ver. {2814827077376366} (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Error) Accessing inactive internal renderer (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Warning) PID: 61740 | 64728 22:22:23.430359 Requesting resource read for coui://uiresources/wftoUI/loading/images/bg-front.jpg with internal id 16 reported FAIL (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Warning) PID: 61740 | 64728 22:22:23.430359 Requesting resource read for coui://uiresources/wftoUI/loading/images/bg-back.jpg with internal id 17 reported FAIL (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Warning) PID: 61740 | 65796 22:22:23.443360 Could not recognize the mime type of coui://uiresources/wftoUI/common/fonts/narkism.ttf (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Coherent finished loading (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) InitializeGame 0 - start async loading (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) InitializeGame 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) InitializeGame 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) InitializeGame 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) InitializeGame 4 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) InitializeGame 5 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.Runtime.Serialization.dll (this message is harmless) Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.Xml.Linq.dll (this message is harmless) Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.Data.dll (this message is harmless) Steam host name dragongelf (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Steamworks initialized. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) InitializeGame 6 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) InitializeGame 7 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) 1680x1050 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) 640 x 480 @ 60Hz,720 x 480 @ 60Hz,720 x 576 @ 60Hz,800 x 600 @ 60Hz,1024 x 768 @ 60Hz,1152 x 864 @ 75Hz,1280 x 720 @ 60Hz,1280 x 768 @ 60Hz,1280 x 800 @ 60Hz,1280 x 960 @ 60Hz,1280 x 1024 @ 60Hz,1360 x 768 @ 59Hz,1366 x 768 @ 59Hz,1440 x 900 @ 59Hz,1600 x 900 @ 59Hz,1600 x 1024 @ 59Hz,1600 x 1200 @ 60Hz,1680 x 1050 @ 59Hz, (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Index: 17 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) current resolution: 1680 1050 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Received stats and achievements from Steam (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) InitializeGame 8 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Shader 'Double-sidedColorSpecEmissve': fallback shader 'TransparentCutout' not found InitializeGame 9 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) D:\Steam\steamapps\common\War For The Overworld\WFTOGame.exe; (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Regular launch (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Stop Server (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 61740 | 64728 22:22:31.398835 Navigating view 0 to coui://uiresources/wftoUI/menu/menu.html (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 5 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 6.436143 ms Unloading 124 unused Assets to reduce memory usage. Loaded Objects now: 93687. Total: 58.945644 ms (FindLiveObjects: 4.196541 ms CreateObjectMapping: 10.585071 ms MarkObjects: 43.982018 ms DeleteObjects: 0.179300 ms) No receivers for PlayVFX(greencore_beat) at Mesh (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eNoServersListedOnMasterServer (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.Configuration.dll (this message is harmless) Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Mono.Security.dll (this message is harmless) OnRefreshComplete: eNoServersListedOnMasterServer (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eNoServersListedOnMasterServer (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eNoServersListedOnMasterServer (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eNoServersListedOnMasterServer (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eNoServersListedOnMasterServer (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eNoServersListedOnMasterServer (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eNoServersListedOnMasterServer (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eNoServersListedOnMasterServer (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eNoServersListedOnMasterServer (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Server max connection: 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eNoServersListedOnMasterServer (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 61740 | 65896 22:23:32.087381 [61740:65896:INFO:CookieStore.cpp(325)] Flushing 696 worth of cookies (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Thulium has joined (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) GameLobby.OnNotifyGameStart (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) GameLobby.GameStart success (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 61740 | 64728 22:24:51.317928 Navigating view 0 to coui://uiresources/wftoUI/loading/Loading.html (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Warning) PID: 61740 | 64728 22:24:51.490447 Requesting resource read for coui://uiresources/wftoUI/loading/images/bg-front.jpg with internal id 81 reported FAIL (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Warning) PID: 61740 | 64728 22:24:51.490447 Requesting resource read for coui://uiresources/wftoUI/loading/images/bg-back.jpg with internal id 82 reported FAIL (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Initialize Network (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Srv send loading BufferScene (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) LoadBufferScene (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Switch level to BufferScene (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Srv send loading UnloadUnusedAssets (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 3 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 23.486588 ms Unloading 1859 unused Assets to reduce memory usage. Loaded Objects now: 73259. Total: 65.546921 ms (FindLiveObjects: 3.307269 ms CreateObjectMapping: 10.892445 ms MarkObjects: 47.703339 ms DeleteObjects: 3.643571 ms) UnloadUnusedAssets (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Srv send loading DownloadMap (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 73269. Total: 55.285198 ms (FindLiveObjects: 2.858566 ms CreateObjectMapping: 11.773880 ms MarkObjects: 40.535828 ms DeleteObjects: 0.116319 ms) Srv send loading WantedScene (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Switch level to Blank (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 3 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 5.669519 ms WLevel start (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 73285. Total: 54.601143 ms (FindLiveObjects: 3.639955 ms CreateObjectMapping: 9.450504 ms MarkObjects: 41.422089 ms DeleteObjects: 0.087691 ms) WantedSceneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Srv send loading PersistantData (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) LoadPersistantData (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Loading game save file (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Srv send loading ServerDAO (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) LoadServerDAO (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Setup is multiplayer ! _gameSetup:True, Players.Count:4 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Level started ! Time to load (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EntryLoader.loadLevel(Level (WLevel), False). (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) -load factions (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) -load blocks (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) -load units (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) -load defences (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Threat map created (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) After terrain available (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Srv send loading ClientDAO (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Srv send loading CameraSetup (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) CameraSetup (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Fog of War setting: StartWithGreyFoW (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Srv send loading WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) StateMessage(finishedLoading,1) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Srv send loading ServerNetworkPreload (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded done (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) ServerNetworkPreload timed out (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Srv send loading WaitForTickRegistration (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Srv send loading LoadDone (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Setup Faction Gold (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Load COMPLETE (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Setup AI Players (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) AIPlayer/Personalities/Skirmish/Korvek Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) AIPlayer/Personalities/Skirmish/Rhaskos Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 2 Unused Serialized files (Serialized files now loaded: 0) Start Level Play (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 452 unused Assets to reduce memory usage. Loaded Objects now: 165767. Total: 458.519318 ms (FindLiveObjects: 8.882467 ms CreateObjectMapping: 11.539433 ms MarkObjects: 437.438660 ms DeleteObjects: 0.658139 ms) [Coherent Browser] (Info) PID: 61740 | 64728 22:25:16.130883 Navigating view 0 to coui://uiresources/wftoUI/ingame/GUI.html (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Initialize Alerts (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Minimap first tick (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Minimap LiveGameView:UI Camera (CustomCoherentUILiveGameView) start (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Korvek: ResearchProductionManager: Was unable to unlock research order item 'Bridge_Stone'!!! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Platform assembly: D:\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityScript.Lang.dll (this message is harmless) tried to store '1000' gold to GOLD(5451) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 4 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 6 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 5 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 4 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 8 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 4 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 5 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 6 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 183.1934 ; 248.7078 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 183.5999 ; 249.6326 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 181.1245 ; 249.8769 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 181.1503 ; 249.279 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 183.2211 ; 250.5267 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 181.7162 ; 248.5529 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 181.284 ; 243.9582 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 181.8095 ; 246.3797 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 181.1014 ; 244.0413 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 181.6897 ; 243.884 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 181.1492 ; 246.2516 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 182.8941 ; 245.5305 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 180.4645 ; 245.2534 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unable to find save item drop location after 64 randomized attempts! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unable to spawn gold item after 64 randomized attempts! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Beastmaster 'BeastMaster_0(10344)' was unable to bring beast: Oculus_0(12199) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Beastmaster 'BeastMaster_0(10344)' was unable to bring beast: Bafu_0(10969) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 165.6019 ; 248.6284 ; 0.876 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 166.0757 ; 250.0972 ; 0.876 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 167.7075 ; 248.6485 ; 0.876 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 166.3997 ; 250.2234 ; 0.876 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 165.579 ; 249.5193 ; 0.876 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 166.5207 ; 250.2437 ; 0.876 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 167.7271 ; 248.6974 ; 0.876 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 5 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unable to find save item drop location after 64 randomized attempts! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unable to spawn gold item after 64 randomized attempts! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Beastmaster 'BeastMaster_0(10344)' was unable to bring beast: Bafu_0(9449) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Beastmaster 'BeastMaster_0(10344)' was unable to bring beast: Skarg_0(7730) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 10 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 9 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 8 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 6 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 5 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 4 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 166.6904 ; 245.8267 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 167.2027 ; 245.4817 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 167.1829 ; 247.8288 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 168.0639 ; 247.8286 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 166.5466 ; 247.2941 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 168.4602 ; 245.7305 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 166.6192 ; 247.4035 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 6 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 4 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 6 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 5 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 4 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Dropping WitchDoctor_0(14388) on podium (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Dropping WitchDoctor_0(14174) on podium (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Prop Core_Standard(7) of player 2 died! by Bafu_0(10328) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Trace: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:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:pc_onHit(ProjectileController, IPhysicalObject, Vector3f) GameLogic.Controllers.ProjectileController:onBounce(IPhysicalObject, Vector3f) DataAccess.AbstractPhysicalObjectTemplate`2:notifyBounce(IPhysicalObject, Vector3f) GameLogic.Physics.MotionPhysics:physicsTick(Single) Ticker:reliableTickGame() Ticker:TickGame() Game:Update() (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) is damaging KO Cultist_2(8813) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) is damaging KO Cultist_2(14954) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 8 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 5 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 4 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 167.6265 ; 250.3274 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 167.1137 ; 250.0536 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 166.8138 ; 249.6548 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 168.8506 ; 248.2588 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 168.2731 ; 250.3236 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 167.3295 ; 250.2073 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 168.7159 ; 250.1002 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Dropping WitchDoctor_0(14388) on podium (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Dropping Succubus_0(16446) on podium (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Dropping Spirit_0(16426) on podium (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Dropping Spirit_0(16351) on podium (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Dropping WitchDoctor_0(14388) on podium (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Exception on invoking safe event with arg 'Rat_2(16818)' to target ''. See exception log below. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException: Object reference not set to an instance of an object at DataAccess.FactionDataImpl`1[E].removeNeedSatisfier (INeedSatisfierData needSatisfier, Boolean suppressRemove) [0x00000] in :0 at DataAccess.FactionDataImpl`1[E].removeNeedSatisfier (INeedSatisfierData needSatisfier) [0x00000] in :0 at GameLogic.UnitSpawner.animal_onGrabbed (IMovableObject obj) [0x00000] in :0 at Common.ExceptionSafeEventHandler`1[DataAccess.IMovableObject].invokeAll (IMovableObject arg) [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Common.ExceptionSafeEventHandler`1:invokeAll(IMovableObject) DataAccess.AbstractMovableObjectTemplate`2:grab() DataAccess.UnitDataImpl`1:grab() Player.GrabUtils:DoGrab(IMovableObject) Player.GrabUtils:grabObject(IMovableObject) NetworkGame:Grab(Int32, NetworkViewID) NetworkGame:SrvGrab(Int32, NetworkViewID) System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) #=qFun4RujicU0qDXzIVYP4HlYjxDcaSHuIs9kuLz7qNzc=:#=qofHAhIzhabyEZXFWrNRxDw==(Object, Object[]) #=qEzsH8LYq415QQu5MIFrn4WPzuRoKYTh081eGhMbwHFE=:#=qatjYYP$yASx0RdiYh$MOyg==(BitStream, Object) uLink.NetworkView:OnRPC(String, BitStream, NetworkMessageInfo) uLink.NetworkViewBase:#=qkobIqqvTR0dhDUKltMMlwg==(String, BitStream, NetworkMessageInfo) #=qs6WcoSpd9pOh77oiixo95CO7c1mWCNgMay5oSCHcEWY=:#=qV2Shx6Dw558Txxn56DAerqcTrSkzoL8Mpi7BJhC5Mfk=(#=qUZzBFbSwLXYMDjr$v65v$8wC0Drw4D19MXCRZX455pM=) #=qs6WcoSpd9pOh77oiixo95CO7c1mWCNgMay5oSCHcEWY=:#=qcEHXYLClcOfrGDWPiq$xYA==(#=qUZzBFbSwLXYMDjr$v65v$8wC0Drw4D19MXCRZX455pM=) #=qBsHAklsGYCH8wkaeOQonABxqVuDbW791Ilucxb$6Rgs=:#=quQ35hT$iHS78r9hQw5Vbky8DILolzDLqSUMz62I1yro=(#=qUZzBFbSwLXYMDjr$v65v$8wC0Drw4D19MXCRZX455pM=) #=qBsHAklsGYCH8wkaeOQonABxqVuDbW791Ilucxb$6Rgs=:#=qFceCcJCU7cs6xPWps5o9GE90VwSTO4YrhafU_cPS6AM=(#=qIrsmv71E4uDV4GbL9$1wu_FWqKu7aA9Kz6VzpZwkTHQ=, #=qhG6e4gkm3OAl5S8ceGoAwvkGPJZcboPlbM5HZMWKTec=, #=qbaWPaYRRyGBy8GE7WHJ78RxlRJFBvAe4waWXzXkPpe8=) #=qBsHAklsGYCH8wkaeOQonABxqVuDbW791Ilucxb$6Rgs=:#=q4OSQISEB8Cegxj3tpk4tPcM6v7bImXoqF80USdqNxSc=() #=qBsHAklsGYCH8wkaeOQonABxqVuDbW791Ilucxb$6Rgs=:#=qJXWPe30j8X6h_h_GK16tGw==() #=qs6WcoSpd9pOh77oiixo95CO7c1mWCNgMay5oSCHcEWY=:#=q6VgG6IWnmIPIB3HDU1gWNg==() #=qzBVPlhHqyune7KfGFdCI6QEUnP0fs1fLWPewHpWItjk=:#=qOVus_9xUzZQKEvbZm3CTCg==() uLink.InternalHelper:LateUpdate() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Exception on invoking safe event with arg 'Rat_2(16818)' to target ''. See exception log below. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException: Object reference not set to an instance of an object at DataAccess.FactionDataImpl`1[E].addNeedSatisfier (INeedSatisfierData needSatisfier) [0x00000] in :0 at GameLogic.UnitSpawner.animal_onDropped (IMovableObject obj) [0x00000] in :0 at Common.ExceptionSafeEventHandler`1[DataAccess.IMovableObject].invokeAll (IMovableObject arg) [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Common.ExceptionSafeEventHandler`1:invokeAll(IMovableObject) DataAccess.AbstractMovableObjectTemplate`2:drop() DataAccess.UnitDataImpl`1:drop() Player.GrabUtils:DoDrop(IMovableObject, Vector3f) Player.GrabUtils:dropObject(IPhysicalObject, Vector3f) NetworkGame:Drop(Int32, Vector3) NetworkGame:SrvDrop(Int32, Vector3) System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) #=qFun4RujicU0qDXzIVYP4HlYjxDcaSHuIs9kuLz7qNzc=:#=qofHAhIzhabyEZXFWrNRxDw==(Object, Object[]) #=qEzsH8LYq415QQu5MIFrn4WPzuRoKYTh081eGhMbwHFE=:#=qatjYYP$yASx0RdiYh$MOyg==(BitStream, Object) uLink.NetworkView:OnRPC(String, BitStream, NetworkMessageInfo) uLink.NetworkViewBase:#=qkobIqqvTR0dhDUKltMMlwg==(String, BitStream, NetworkMessageInfo) #=qs6WcoSpd9pOh77oiixo95CO7c1mWCNgMay5oSCHcEWY=:#=qV2Shx6Dw558Txxn56DAerqcTrSkzoL8Mpi7BJhC5Mfk=(#=qUZzBFbSwLXYMDjr$v65v$8wC0Drw4D19MXCRZX455pM=) #=qs6WcoSpd9pOh77oiixo95CO7c1mWCNgMay5oSCHcEWY=:#=qcEHXYLClcOfrGDWPiq$xYA==(#=qUZzBFbSwLXYMDjr$v65v$8wC0Drw4D19MXCRZX455pM=) #=qBsHAklsGYCH8wkaeOQonABxqVuDbW791Ilucxb$6Rgs=:#=quQ35hT$iHS78r9hQw5Vbky8DILolzDLqSUMz62I1yro=(#=qUZzBFbSwLXYMDjr$v65v$8wC0Drw4D19MXCRZX455pM=) #=qBsHAklsGYCH8wkaeOQonABxqVuDbW791Ilucxb$6Rgs=:#=qFceCcJCU7cs6xPWps5o9GE90VwSTO4YrhafU_cPS6AM=(#=qIrsmv71E4uDV4GbL9$1wu_FWqKu7aA9Kz6VzpZwkTHQ=, #=qhG6e4gkm3OAl5S8ceGoAwvkGPJZcboPlbM5HZMWKTec=, #=qbaWPaYRRyGBy8GE7WHJ78RxlRJFBvAe4waWXzXkPpe8=) #=qBsHAklsGYCH8wkaeOQonABxqVuDbW791Ilucxb$6Rgs=:#=q4OSQISEB8Cegxj3tpk4tPcM6v7bImXoqF80USdqNxSc=() #=qBsHAklsGYCH8wkaeOQonABxqVuDbW791Ilucxb$6Rgs=:#=qJXWPe30j8X6h_h_GK16tGw==() #=qs6WcoSpd9pOh77oiixo95CO7c1mWCNgMay5oSCHcEWY=:#=q6VgG6IWnmIPIB3HDU1gWNg==() #=qzBVPlhHqyune7KfGFdCI6QEUnP0fs1fLWPewHpWItjk=:#=qOVus_9xUzZQKEvbZm3CTCg==() uLink.InternalHelper:LateUpdate() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 5 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 4 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 166.9332 ; 250.3785 ; 1.081 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 167.8037 ; 250.7088 ; 1.081 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 166.6235 ; 250.4575 ; 1.081 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 167.7464 ; 252.3269 ; 0.876 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 167.9454 ; 252.1257 ; 0.876 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 166.7624 ; 252.5409 ; 0.876 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 166.7339 ; 252.5336 ; 0.876 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 167.8132 ; 250.5773 ; 0.876 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 166.8883 ; 250.3839 ; 1.081 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 167.2379 ; 250.3935 ; 1.081 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 167.6763 ; 250.5925 ; 1.081 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 166.0991 ; 250.9468 ; 1.081 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 166.4158 ; 250.5754 ; 1.081 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 167.4268 ; 252.3976 ; 1.081 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 167.7531 ; 252.1894 ; 1.081 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 166.5925 ; 250.4713 ; 1.081 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 167.0806 ; 252.4726 ; 1.081 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 165.9977 ; 251.2582 ; 1.081 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for PlayTargetVFX(bfootleft) at Behemoth_0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Dropping Vampire_0(17663) on podium (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Dropping Spirit_0(17004) on podium (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Dropping Spirit_0(16982) on podium (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Dropping Spirit_0(16952) on podium (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Dropping Spirit_0(17149) on podium (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Dropping Spirit_0(17091) on podium (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Dropping Spirit_0(17086) on podium (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 7 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 7 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 4 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 5 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 4 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Dropping Vampire_0(19016) on podium (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Tick subscriber 'GameLogic.Physics.MotionPhysics' has thrown Exception: System.ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[System.Action`1[DataAccess.IMovableObject]].get_Item (Int32 index) [0x00000] in :0 at Common.ExceptionSafeEventHandler`1[DataAccess.IMovableObject].invokeAll (IMovableObject arg) [0x00000] in :0 at DataAccess.AbstractMovableObjectTemplate`2[T,N].moveTo (Vector3f newLocation) [0x00000] in :0 at GameLogic.Physics.MotionPhysics.moveOutIfNeeded (Single minOffset) [0x00000] in :0 at GameLogic.Physics.MotionPhysics.physicsTick (Single deltaSeconds) [0x00000] in :0 at Ticker.reliableTickGame () [0x00000] in :0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[System.Action`1[DataAccess.IMovableObject]].get_Item (Int32 index) [0x00000] in :0 at Common.ExceptionSafeEventHandler`1[DataAccess.IMovableObject].invokeAll (IMovableObject arg) [0x00000] in :0 at DataAccess.AbstractMovableObjectTemplate`2[T,N].moveTo (Vector3f newLocation) [0x00000] in :0 at GameLogic.Physics.MotionPhysics.moveOutIfNeeded (Single minOffset) [0x00000] in :0 at GameLogic.Physics.MotionPhysics.physicsTick (Single deltaSeconds) [0x00000] in :0 at Ticker.reliableTickGame () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Ticker:reliableTickGame() Ticker:TickGame() Game:Update() (Filename: Line: -1) Dropping Vampire_0(19016) on podium (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Could not drop WitchDoctor_0(14174) on podium (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 4 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 5 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 4 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 118.4136 ; 253.4806 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 119.0074 ; 251.5691 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 120.6715 ; 252.6443 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 168.4535 ; 246.0831 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 166.8647 ; 246.8465 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 168.5027 ; 245.4296 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 166.6301 ; 244.5951 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 168.5223 ; 245.751 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 167.9954 ; 244.6442 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EmitFXAtIAnimatedObjects got passed an object (Vector3f( 168.4312 ; 245.1902 ; 0.981 )) which is null or not an IPhysicalObject! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 5 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 4 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) An unpooled VFX Object was destroyed, elements remaining in stack 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Prop Core_Standard(9) of player 3 died! by Skarg_1(21832) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Trace: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:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:atk_OnAbilityImpact() WAttackable:tickAbilityImpact(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[NetworkView] () [0x00000] in :0 at uLink.NetworkView.Get (UnityEngine.Component component) [0x00000] in :0 at uLink.MonoBehaviour.get_networkView () [0x00000] in :0 at WPhysical.DataAccess.DataSource.IPhysicalDataSource.get_networkView () [0x00000] in :0 at DataAccess.AbstractPhysicalObjectTemplate`2[T,N].get_networkView () [0x00000] in :0 at DataAccess.UnitDataImpl`1[E].setCarriedObject (IPhysicalObject newCarriedObject) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IUnitData unitToRescue, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at GameLogic.AI.CarryUnitAction.attempt (IDataObjectVisitable objective, IUnitData worker, Single deltaSeconds) [0x00000] in :0 at BT.GetItem.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.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) Try Terminate BT node 'GetItem' for after Exception! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Stop Server (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Thulium has quit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unregister from master server (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Uninitialize Alerts (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Stop Server (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 2 Unused Serialized files (Serialized files now loaded: 0) NullReferenceException: Object reference not set to an instance of an object at Ticker.unreliableTickGame (Int64 maxMillies) [0x00000] in :0 at Ticker.TickGame () [0x00000] in :0 at Game.Update () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Game:Update() (Filename: Line: -1) [Coherent Browser] (Info) PID: 61740 | 64728 23:11:17.985311 Navigating view 0 to coui://uiresources/wftoUI/debrief/debrief.html (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 31937 unused Assets to reduce memory usage. Loaded Objects now: 98718. Total: 961.348450 ms (FindLiveObjects: 13.127526 ms CreateObjectMapping: 19.877670 ms MarkObjects: 769.718445 ms DeleteObjects: 158.624496 ms) Unloading 4 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 10.519981 ms Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 117642. Total: 782.836975 ms (FindLiveObjects: 5.426936 ms CreateObjectMapping: 13.495468 ms MarkObjects: 763.554138 ms DeleteObjects: 0.359505 ms) No receivers for PlayVFX(greencore_beat) at Mesh (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Stop Server (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 61740 | 64728 23:13:00.909257 Navigating view 0 to coui://uiresources/wftoUI/menu/menu.html (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 61740 | 65896 23:14:01.097878 [61740:65896:INFO:CookieStore.cpp(325)] Flushing 696 worth of cookies (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 3 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 19.987061 ms Unloading 1815 unused Assets to reduce memory usage. Loaded Objects now: 260092. Total: 1064.401855 ms (FindLiveObjects: 13.009097 ms CreateObjectMapping: 16.408880 ms MarkObjects: 1030.531738 ms DeleteObjects: 4.451178 ms) WLevel start (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 3 Unused Serialized files (Serialized files now loaded: 0) [Coherent Browser] (Info) PID: 61740 | 64728 23:17:11.083362 Navigating view 0 to coui://uiresources/wftoUI/loading/Loading.html (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) UnloadTime: 9.958876 ms Unloading 49 unused Assets to reduce memory usage. Loaded Objects now: 97220. Total: 772.974243 ms (FindLiveObjects: 3.940698 ms CreateObjectMapping: 11.929977 ms MarkObjects: 756.727783 ms DeleteObjects: 0.375175 ms) [Coherent Browser] (Warning) PID: 61740 | 64728 23:17:12.431444 Requesting resource read for coui://uiresources/wftoUI/loading/images/bg-front.jpg with internal id 396 reported FAIL (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Warning) PID: 61740 | 64728 23:17:12.431444 Requesting resource read for coui://uiresources/wftoUI/loading/images/bg-back.jpg with internal id 397 reported FAIL (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Initialize Network (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) LoadBufferScene (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) UnloadUnusedAssets (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 97230. Total: 770.585205 ms (FindLiveObjects: 4.133258 ms CreateObjectMapping: 12.292798 ms MarkObjects: 753.837585 ms DeleteObjects: 0.320933 ms) Switch level to Blank (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 3 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 7.453787 ms WLevel start (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 97246. Total: 775.507324 ms (FindLiveObjects: 3.714086 ms CreateObjectMapping: 11.448126 ms MarkObjects: 759.891907 ms DeleteObjects: 0.452922 ms) WantedSceneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) LoadPersistantData (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Loading game save file (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) LoadServerDAO (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Level started ! Time to load (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EntryLoader.loadLevel(Level (WLevel), False). (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) -load factions (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) -load blocks (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) -load units (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) -load defences (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Threat map created (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) After terrain available (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) CameraSetup (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Fog of War setting: Disabled (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded done (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) ServerNetworkPreload done (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Setup Faction Gold (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Load COMPLETE (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Setup AI Players (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 1 Unused Serialized files (Serialized files now loaded: 0) Start Level Play (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 3 unused Assets to reduce memory usage. Loaded Objects now: 263724. Total: 1330.484375 ms (FindLiveObjects: 16.522488 ms CreateObjectMapping: 15.722113 ms MarkObjects: 1297.825806 ms DeleteObjects: 0.413446 ms) [Coherent Browser] (Info) PID: 61740 | 64728 23:17:32.445603 Navigating view 0 to coui://uiresources/wftoUI/editor/Editor.html (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Shader 'WFTO/Additive Team Emissive': fallback shader 'Diffuse' not found WARNING: Shader Unsupported: 'WFTO/Additive Team Emissive' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'WFTO/Additive Team Emissive' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'WFTO/Additive Team Emissive' - Pass 'PREPASS' has no vertex shader WARNING: Shader Unsupported: 'WFTO/Additive Team Emissive' - Pass 'PREPASS' has no vertex shader WARNING: Shader Unsupported: 'WFTO/Additive Team Emissive' - All passes removed WARNING: Shader Unsupported: 'WFTO/Additive Team Emissive' - Setting to default shader. Minimap first tick (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Minimap LiveGameView:UI Camera (CustomCoherentUILiveGameView) start (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click prop (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click prop (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Minimap first tick (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Minimap LiveGameView:UI Camera (CustomCoherentUILiveGameView) start (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Minimap first tick (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Minimap LiveGameView:UI Camera (CustomCoherentUILiveGameView) start (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Minimap first tick (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Minimap LiveGameView:UI Camera (CustomCoherentUILiveGameView) start (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 1 Unused Serialized files (Serialized files now loaded: 0) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Uninitialize Alerts (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Stop Server (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Stop Server (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 61740 | 64728 23:23:28.888054 Navigating view 0 to coui://uiresources/wftoUI/menu/menu.html (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 5723 unused Assets to reduce memory usage. Loaded Objects now: 98025. Total: 1085.532227 ms (FindLiveObjects: 11.037693 ms CreateObjectMapping: 15.392138 ms MarkObjects: 1038.452271 ms DeleteObjects: 20.649117 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 98025. Total: 1071.430054 ms (FindLiveObjects: 15.349951 ms CreateObjectMapping: 12.220475 ms MarkObjects: 1043.568237 ms DeleteObjects: 0.290798 ms) Unloading 4 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 7.667140 ms Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 118406. Total: 1049.783203 ms (FindLiveObjects: 4.981245 ms CreateObjectMapping: 11.862175 ms MarkObjects: 1032.643555 ms DeleteObjects: 0.295318 ms) No receivers for PlayVFX(greencore_beat) at Mesh (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 61740 | 64728 23:23:46.101074 Navigating view 0 to coui://uiresources/wftoUI/loading/Loading.html (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Warning) PID: 61740 | 64728 23:23:46.214082 Requesting resource read for coui://uiresources/wftoUI/loading/images/bg-front.jpg with internal id 653 reported FAIL (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Warning) PID: 61740 | 64728 23:23:46.214082 Requesting resource read for coui://uiresources/wftoUI/loading/images/bg-back.jpg with internal id 654 reported FAIL (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Initialize Network (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) LoadBufferScene (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Switch level to BufferScene (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 3 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 18.758173 ms Unloading 1859 unused Assets to reduce memory usage. Loaded Objects now: 97982. Total: 1017.544373 ms (FindLiveObjects: 4.204376 ms CreateObjectMapping: 11.689805 ms MarkObjects: 997.810730 ms DeleteObjects: 3.838843 ms) UnloadUnusedAssets (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 97992. Total: 1023.875610 ms (FindLiveObjects: 4.668147 ms CreateObjectMapping: 16.603249 ms MarkObjects: 1002.273071 ms DeleteObjects: 0.330274 ms) Switch level to Blank (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 3 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 7.389299 ms WLevel start (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 98008. Total: 1017.296082 ms (FindLiveObjects: 3.815941 ms CreateObjectMapping: 11.771771 ms MarkObjects: 1001.408813 ms DeleteObjects: 0.298935 ms) WantedSceneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) LoadPersistantData (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Loading game save file (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) LoadServerDAO (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) The referenced script on this Behaviour (Game Object 'HaveMatchLast') is missing! (Filename: Line: 1655) The referenced script on this Behaviour (Game Object '') is missing! (Filename: Line: 1655) The referenced script on this Behaviour (Game Object 'HaveMatchLast') is missing! (Filename: Line: 1655) The referenced script on this Behaviour (Game Object 'HaveMatchLast') is missing! (Filename: Line: 1655) No receivers for PlayVFX(ghoulraise) at Ghoul_0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for PlayVFX(ghoulraise) at Ghoul_0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for PlayVFX(ghoulraise) at Ghoul_0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for PlayVFX(ghoulraise) at Ghoul_0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for PlayVFX(ghoulraise) at Ghoul_0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for PlayVFX(ghoulraise) at Ghoul_0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Level started ! Time to load (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EntryLoader.loadLevel(Level (WLevel), False). (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) -load factions (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level4_name' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level10_name' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level7_name' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level8_name' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level9_name' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level6_name' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level11a_name' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level3_name' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level2_name' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level1_name' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level12_name' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level13_name' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level5_name' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_01_line_01' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_01_line_02' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_01_line_03' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_02_line_01' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_02_line_02' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_02_line_03' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_03_line_01' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_03_line_02' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_03_line_03' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_04_line_01' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_04_line_02' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_04_line_03' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_05_line_01' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_05_line_02' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_05_line_03' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_06_line_01' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_06_line_02' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_06_line_03' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_07_line_01' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_07_line_02' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_07_line_03' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_08_line_01' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_08_line_02' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_08_line_03' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_09_line_01' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_09_line_02' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_09_line_03' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_10_line_01' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_10_line_02' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_10_line_03' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_11_line_01' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_11_line_02' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_11_line_03' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_12_line_01' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_12_line_02' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_12_line_03' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_14_line_01' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_14_line_02' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_14_line_03' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_14_line_04' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_14_line_05' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_narrator_homerealm_return_14_line_06' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'cutscene_lucius_line5' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'cutscene_lucius_line4' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'cutscene_lucius_line3' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'cutscene_lucius_line1' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'cutscene_lucius_line2' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'cutscene_kira_line_01' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'cutscene_kira_line_02' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'cutscene_kira_line_04' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_worldmap_reminder_returnhome_01' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_worldmap_reminder_returnhome_10' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_worldmap_reminder_returnhome_04' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_worldmap_reminder_returnhome_12' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_worldmap_reminder_returnhome_03' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_worldmap_reminder_returnhome_13' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_worldmap_reminder_returnhome_08' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_worldmap_reminder_returnhome_11' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_worldmap_reminder_returnhome_09' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_worldmap_reminder_returnhome_06' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_worldmap_reminder_returnhome_02' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_worldmap_reminder_returnhome_07' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_worldmap_reminder_returnhome_05' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level4_name' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level10_name' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level7_name' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level8_name' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level9_name' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level6_name' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level11a_name' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level3_name' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level2_name' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level1_name' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level12_name' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level13_name' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level0_narrator_intro' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'campaign_level5_name' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'cutscene_narrator_line1' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'cutscene_narrator_line2' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'cutscene_narrator_line4' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Multiple audio items with name 'cutscene_narrator_line3' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) -load blocks (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) -load units (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) -load defences (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Threat map created (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) After terrain available (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) CameraSetup (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Fog of War setting: Regular (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded done (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) ServerNetworkPreload done (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Setup Faction Gold (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Load COMPLETE (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Setup AI Players (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 1 Unused Serialized files (Serialized files now loaded: 0) Start Level Play (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 15 unused Assets to reduce memory usage. Loaded Objects now: 228298. Total: 1405.866943 ms (FindLiveObjects: 14.812350 ms CreateObjectMapping: 14.387753 ms MarkObjects: 1376.129272 ms DeleteObjects: 0.537299 ms) [Coherent Browser] (Info) PID: 61740 | 64728 23:24:06.629286 Navigating view 0 to coui://uiresources/wftoUI/ingame/GUI.html (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Initialize Alerts (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Minimap first tick (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Minimap LiveGameView:UI Camera (CustomCoherentUILiveGameView) start (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(41029) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(39815) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 61740 | 65896 23:24:33.291985 [61740:65896:INFO:CookieStore.cpp(325)] Flushing 696 worth of cookies (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(39683) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) QListRandom (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) QListRandom (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) QListRandom (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) QListRandom (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) QListRandom (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) QListRandom (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) QListRandom (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for resetPerformingAbility() at Bombard (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unmanaged pool object IceCube (PoolParty.VFXDeadTimer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unmanaged pool object IceCube (PoolParty.VFXDeadTimer) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 1 Unused Serialized files (Serialized files now loaded: 0) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Uninitialize Alerts (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Stop Server (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Stop Server (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 61740 | 64728 23:26:43.529128 Navigating view 0 to coui://uiresources/wftoUI/menu/menu.html (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 3579 unused Assets to reduce memory usage. Loaded Objects now: 104244. Total: 1487.890015 ms (FindLiveObjects: 12.352765 ms CreateObjectMapping: 13.584667 ms MarkObjects: 1276.253296 ms DeleteObjects: 185.698608 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 104244. Total: 1263.479858 ms (FindLiveObjects: 20.820581 ms CreateObjectMapping: 12.580884 ms MarkObjects: 1229.766479 ms DeleteObjects: 0.310687 ms) Unloading 4 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 10.369910 ms Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 122221. Total: 1266.793457 ms (FindLiveObjects: 5.128001 ms CreateObjectMapping: 13.458705 ms MarkObjects: 1247.897827 ms DeleteObjects: 0.308578 ms) No receivers for PlayVFX(greencore_beat) at Mesh (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Server max connection: 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 61740 | 65896 23:27:49.273938 [61740:65896:INFO:CookieStore.cpp(325)] Flushing 696 worth of cookies (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Thulium has joined (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) A server failed to respond to server list request. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) OnRefreshComplete: eServerResponded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) GameLobby.OnNotifyGameStart (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) GameLobby.GameStart success (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 61740 | 64728 23:29:19.821048 Navigating view 0 to coui://uiresources/wftoUI/loading/Loading.html (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Warning) PID: 61740 | 64728 23:29:19.971056 Requesting resource read for coui://uiresources/wftoUI/loading/images/bg-front.jpg with internal id 910 reported FAIL (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Warning) PID: 61740 | 64728 23:29:19.971056 Requesting resource read for coui://uiresources/wftoUI/loading/images/bg-back.jpg with internal id 911 reported FAIL (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Initialize Network (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Srv send loading BufferScene (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) LoadBufferScene (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Switch level to BufferScene (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Srv send loading UnloadUnusedAssets (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 3 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 18.965799 ms Unloading 1863 unused Assets to reduce memory usage. Loaded Objects now: 101797. Total: 1251.723145 ms (FindLiveObjects: 5.683080 ms CreateObjectMapping: 12.214147 ms MarkObjects: 1227.898071 ms DeleteObjects: 5.926868 ms) UnloadUnusedAssets (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) Srv send loading DownloadMap (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 101807. Total: 1250.194824 ms (FindLiveObjects: 6.468989 ms CreateObjectMapping: 12.460045 ms MarkObjects: 1231.107422 ms DeleteObjects: 0.157302 ms) Srv send loading WantedScene (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Switch level to Blank (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 3 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 7.822937 ms WLevel start (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 101823. Total: 1228.087646 ms (FindLiveObjects: 4.419235 ms CreateObjectMapping: 11.933895 ms MarkObjects: 1211.398804 ms DeleteObjects: 0.335096 ms) WantedSceneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Srv send loading PersistantData (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) LoadPersistantData (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Loading game save file (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Srv send loading ServerDAO (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) LoadServerDAO (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Setup is multiplayer ! _gameSetup:True, Players.Count:4 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Level started ! Time to load (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EntryLoader.loadLevel(Level (WLevel), False). (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) -load factions (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) -load blocks (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) -load units (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) -load defences (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Threat map created (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) After terrain available (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Srv send loading ClientDAO (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Srv send loading CameraSetup (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) CameraSetup (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Fog of War setting: StartWithGreyFoW (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Srv send loading WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) StateMessage(finishedLoading,1) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Srv send loading ServerNetworkPreload (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded done (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) ServerNetworkPreload timed out (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Srv send loading WaitForTickRegistration (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Srv send loading LoadDone (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Setup Faction Gold (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Load COMPLETE (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Setup AI Players (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) AIPlayer/Personalities/Skirmish/Kasita Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) AIPlayer/Personalities/Skirmish/Mira Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 1 Unused Serialized files (Serialized files now loaded: 0) Start Level Play (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 43 unused Assets to reduce memory usage. Loaded Objects now: 249253. Total: 1901.070190 ms (FindLiveObjects: 14.284995 ms CreateObjectMapping: 15.252316 ms MarkObjects: 1870.850464 ms DeleteObjects: 0.682246 ms) [Coherent Browser] (Info) PID: 61740 | 64728 23:30:04.885689 Navigating view 0 to coui://uiresources/wftoUI/ingame/GUI.html (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Initialize Alerts (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Minimap first tick (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Minimap LiveGameView:UI Camera (CustomCoherentUILiveGameView) start (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 1 Unused Serialized files (Serialized files now loaded: 0) Unloading 82 unused Assets to reduce memory usage. Loaded Objects now: 330806. Total: 2011.438110 ms (FindLiveObjects: 23.739719 ms CreateObjectMapping: 16.153038 ms MarkObjects: 1970.801392 ms DeleteObjects: 0.743118 ms) Unloading 1 Unused Serialized files (Serialized files now loaded: 0) Can not play a disabled audio source (Filename: Line: 436) Can not play a disabled audio source (Filename: Line: 436) Can not play a disabled audio source (Filename: Line: 436) Uninitialize Alerts (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Stop Server (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Thulium has quit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unregister from master server (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Stop Server (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 61740 | 64728 23:31:03.834369 Navigating view 0 to coui://uiresources/wftoUI/menu/menu.html (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 1532 unused Assets to reduce memory usage. Loaded Objects now: 104550. Total: 2076.739258 ms (FindLiveObjects: 16.212704 ms CreateObjectMapping: 13.665730 ms MarkObjects: 1960.676392 ms DeleteObjects: 86.183990 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 104550. Total: 1921.379150 ms (FindLiveObjects: 10.721581 ms CreateObjectMapping: 12.829494 ms MarkObjects: 1897.537354 ms DeleteObjects: 0.290497 ms) Unloading 4 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 9.390536 ms Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 122947. Total: 1979.664917 ms (FindLiveObjects: 4.776933 ms CreateObjectMapping: 13.476786 ms MarkObjects: 1961.091187 ms DeleteObjects: 0.318823 ms) No receivers for PlayVFX(greencore_beat) at Mesh (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Stop Server (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) Removing view 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) Uninitializing Coherent UI Session (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) Coherent UI Session uninitialized successfully (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) Uninitializing Coherent UI (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Setting up 1 worker threads for Enlighten. Thread -> id: 101f4 -> priority: 1 Stop Server (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)