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TowerDefense ToolKit 4

Discussion in 'Assets and Asset Store' started by songtan, Apr 18, 2012.

  1. UlfvonEschlauer

    UlfvonEschlauer

    Joined:
    Dec 3, 2014
    Posts:
    24
    Hello songtan!
    This looks exactly like what I need. Two questions before I buy your asset:
    1. Is it possible to have flying creeps?
    2. Is it possible to have towers that take up more than one slot?
    Sorry if any of these have been answered before.
    Thanks!
    Ulf
     
  2. songtan

    songtan

    Joined:
    Apr 9, 2011
    Posts:
    2,403
    Hi Ulf, to answer your questions:

    1. Yes
    2. If you mean take up more than one square on the grid, no.
     
  3. UlfvonEschlauer

    UlfvonEschlauer

    Joined:
    Dec 3, 2014
    Posts:
    24
    Wow! Thanks for the quick reply!
    Any chance that towers that take up more than one square could be implemented one day (it is not a critical thing, but could be cool to have)?
     
  4. songtan

    songtan

    Joined:
    Apr 9, 2011
    Posts:
    2,403
    If I'm honest, probably no. It's simply too complex to be put into a simple and intuitive setting that can be configured. I have thought of this many time but I simply don't have a solution for it.
     
  5. sdclark79

    sdclark79

    Joined:
    Feb 6, 2017
    Posts:
    21
    Good morning and thanks for the wonderful asset!

    I'm having an issue with the attack animation not playing for my first tower. I've assigned the "TDUnitController" to the Animator on the root of the object, and in the Tower Editor I've assigned the AnimatorObject and AttackClip (Delay=0).

    Other animations I've added, like Idle and Construct seem to work fine. This is a simple rifle-shoot animation that "should" work =)

    Can you help?
     
  6. sdclark79

    sdclark79

    Joined:
    Feb 6, 2017
    Posts:
    21
    I can force it to work by setting the Attack layer to "Override" instead of "Additive", but I'm not sure what that'll affect as I move further into testing.
     
  7. sdclark79

    sdclark79

    Joined:
    Feb 6, 2017
    Posts:
    21
    Settled on making an upper body Mask for the layer and leaving it as "Additive". Lemme know if there's a better way to animate a Humanoid model =)

    As a separate question, is there a reloadable feature I haven't seen, where a unit can fire a set number of times before a cooldown? If not, any ideas on where the best place I could implement that would be?

    Thanks!
     
    Last edited: Sep 2, 2019
  8. UlfvonEschlauer

    UlfvonEschlauer

    Joined:
    Dec 3, 2014
    Posts:
    24
    Hey Song!
    Ended up buying your asset. So far this is really cool!
    I have another question:
    Is it possible to see the grid for the building slots on the platforms while editing the scene? I seem to only be able to see it while playing. If it is not possible yet, I think it would be a very useful feature. It would help a lot with the layout of the scene.
    Thanks again!
    Ulf
     
  9. songtan

    songtan

    Joined:
    Apr 9, 2011
    Posts:
    2,403
    The way I understand it, additive layer will pay the animation on top of any existing animation while 'override' layer will simply cancel any existing animatio and play the overriding animation. I suppose in your case additive make more sense although I'm not sure why it doesn't work when you are using override.

    There isn't a specific 'fire a set number of times before a cooldown' setting. However you can create an illusion of it by having a unit fire several shot in a single attack. In an attack, a unit will cycles through all shoot-points, fire one shoot-object from each of them. So you can assign multiple shoot-points to that unit and give them a sufficient spacing (they can even be the same shoot-point transform) to have that effect. Of course it's a hack so there's only so far this trick will go so if you need a reasonably large spacing between shot without affecting the cooldown, or you need each individual shoot-object to deal damage, or the unit to switch target mid sequence, you will have to modify the code.


    Unfortunately the gird are rendered by the material on the platform object, and all platform shares the a single material. It's not possible to modify the grid display on one platform without affecting the others. My advise is simply pick a grid size that is a round number (the best one would be one, obviously), then you can easily make sure the platform fits a certain number of node within them by setting the scale to be a multiplicative of the grid size.
     
    Last edited: Sep 2, 2019
  10. sdclark79

    sdclark79

    Joined:
    Feb 6, 2017
    Posts:
    21
    Thanks for the response:

    Lemme know if there's a better way to accomplish this, but for posterity's sake, here's my solution

    Added a handler script to the UnitTower prefab (that also has the Animator):

    Code (CSharp):
    1.  
    2. using System.Collections;
    3. using UnityEngine;
    4. using TDTK;
    5.  
    6. /// <summary>
    7. /// When Unit.cs calls Attack(), use UnitReload to handle firing state
    8. /// When Unit.cs calls Attack(), check if we have enough ammo to shoot, continue if we do
    9. /// ... decrement m_CurrentAmmo if we shoot
    10. /// If we're out of ammo, start Reload IEnum to set state (m_IsReloading) and start "Reload" Animation
    11. /// </summary>
    12. public class SD_UnitReload : MonoBehaviour
    13. {
    14.     [Header("Reload Variables/References")]
    15.     public int m_NumberOfRounds = 10;
    16.     public float m_ReloadLength = 1.0f;
    17.     public AnimationClip m_ReloadClip;
    18.  
    19.     [Header("** DEBUGGING **")]
    20.     public bool m_IsReloading = false;
    21.     public int m_CurrentAmmo;
    22.  
    23.     void Awake() { m_CurrentAmmo = m_NumberOfRounds; }
    24.  
    25.     public void ChangeAmmoTotal(int amount)
    26.     {
    27.         if(m_IsReloading == true) { return; }
    28.         if(m_CurrentAmmo <= 0) { StartCoroutine("IReloadWeapon"); return;}
    29.         m_CurrentAmmo -= amount;
    30.     }
    31.  
    32.     public IEnumerator IReloadWeapon()
    33.     {
    34.         m_IsReloading = true;
    35.         GetComponent<Animator>().SetTrigger("Reload");
    36.         yield return new WaitForSeconds(m_ReloadLength);
    37.  
    38.         m_CurrentAmmo = m_NumberOfRounds;
    39.         m_IsReloading = false;
    40.         yield return null;
    41.     }
    42.  
    43.     private void OnDisable() { StopAllCoroutines(); }
    44. }
    45.  
    And made the following changes to Unit.cs (bit much to paste in here, here's the idea =):

    Code (CSharp):
    1.  
    2. /// <summary>
    3. /// Reference to m_UnitReload that should be attached to the Tower object
    4. /// Made the Override Controller a fixed variable so we can add our reference in the Start() function
    5. /// Start() sets the reference to SD_UnitReload
    6. /// Attack() checks UnitReload to see if we're reloading or are out of ammo before we call Shoot()
    7. /// ... if we aren't reloading/out of ammo, decrement the m_CurrentAmmo on SD_Unit Reload
    8. /// AnimPlayAttack() check if we're reloading before we try an' play the Attack anim
    9. /// </summary>
    10. /// <returns></returns>
    11.  
     
    Last edited: Sep 3, 2019
  11. songtan

    songtan

    Joined:
    Apr 9, 2011
    Posts:
    2,403
    It's as good as any other if you ask me. :)
     
  12. Jon_Brant

    Jon_Brant

    Joined:
    Mar 22, 2018
    Posts:
    13
    The only thing I can think of is when I'm editing things quickly. If I'm too quick in making changes, it seems to be more likely to crash. If I take it slow, it seems better. I'll paste the last bit of my log file, but the last line where it references a crashes folder doesn't exist...

    Edit: Also, every time it's crashed, it has been when I was editing a variable in one of the popup editors. 3 times now, I'll try to see if I can get it to do it again and actually remember to look for an error this time haha

    Edit 2: Ok, was able to reproduce it by moving quickly again. I was going down the list of tower upgrades and setting them to "HideInInspector" and it crashed. I found the error logs. Let me know if you need more

    Code (CSharp):
    1. Unity Editor by Unity Technologies [version: Unity 2019.1.11f1_9b001d489a54]
    2.  
    3. Unity.exe caused an Access Violation (0xc0000005)
    4.   in module Unity.exe at 0033:69527e59.
    5.  
    6. Error occurred at 2019-09-03_035226.
    7. C:\Program Files\Unity\Hub\Editor\2019.1.11f1\Editor\Unity.exe, run by Jon.
    8.  
    9. 82% physical memory in use.
    10. 6022 MB physical memory [1083 MB free].
    11. 4209 MB process peak paging file [3839 MB used].
    12. 2535 MB process peak working set [1524 MB used].
    13. System Commit Total/Limit/Peak: 7425MB/11398MB/9438MB
    14. System Physical Total/Available: 6022MB/1083MB
    15. System Process Count: 173
    16. System Thread Count: 1920
    17. System Handle Count: 66151
    18. Disk space data for 'C:\Users\Jon\AppData\Local\Temp\Unity\Editor\Crashes\Crash_2019-09-03_075207058\': 39716925440 bytes free of 256058060800 total.
    19.  
    20. Write to location 00000000000000BC caused an access violation.
    21.  
    22. Context:
    23. RDI:    0x0000000000000000  RSI: 0x000001b7cea53f20  RAX:   0x000001b7cb6faba0
    24. RBX:    0x0000000000000000  RCX: 0x000001b7cea53f20  RDX:   0x0000000000000000
    25. RIP:    0x00007ff669527e59  RBP: 0x0000000000000000  SegCs: 0x0000000000000033
    26. EFlags: 0x0000000000010246  RSP: 0x0000005f721398c0  SegSs: 0x000000000000002b
    27. R8:     0x0000000000000006  R9:  0x0000000000000001  R10:   0x000001b7cb71adc0
    28. R11:    0x0000005f72139a20  R12: 0x000001b7cea60790  R13:   0x0000000000000000
    29. R14:    0x0000000000000000  R15: 0x0000000000000006
    30.  
    31.  
    32. Bytes at CS:EIP:
    33. c7 85 bc 00 00 00 02 00 00 00 e8 48 e3 9d fe 48
    34.  
    35. Mono DLL loaded successfully at 'C:\Program Files\Unity\Hub\Editor\2019.1.11f1\Editor\Data\MonoBleedingEdge\EmbedRuntime\mono-2.0-bdwgc.dll'.
    36.  
    37.  
    38. Stack Trace of Crashed Thread 8428:
    39. 0x00007FF669527E59 (Unity) PAL_Memory_Free
    40. 0x00007FF667DBF7DF (Unity) PAL_Memory_Free
    41. 0x00007FF6685659BF (Unity) PAL_Memory_Free
    42. 0x00007FF668579524 (Unity) PAL_Memory_Free
    43. 0x00007FF6685900EB (Unity) PAL_Memory_Free
    44. 0x00007FF66859AEA4 (Unity) PAL_Memory_Free
    45. 0x00007FF66858CCCD (Unity) PAL_Memory_Free
    46. 0x00007FF66851EAE3 (Unity) PAL_Memory_Free
    47. 0x00007FF667C1F86D (Unity) PAL_Memory_Free
    48. 0x00007FF667C1D8A4 (Unity) PAL_Memory_Free
    49. 0x00007FF667EA7983 (Unity) PAL_Memory_Free
    50. 0x00007FF6689C8A31 (Unity) PAL_Memory_Free
    51. 0x000001B78A9BFE87 (UnityEditor) UnityEditor.PrefabUtility.SavePrefabAsset_Internal()
    52. 0x000001B78A9BF653 (UnityEditor) UnityEditor.PrefabUtility.SavePrefabAsset()
    53. 0x000001B78A9CFEDB (UnityEditor) UnityEditor.PrefabUtility.SavePrefabAsset()
    54. 0x000001B78A9AC2A3 (Assembly-CSharp-Editor) TDTK.UnitTowerEditorWindow.OnGUI()
    55. 0x000001B78A990990 (mscorlib) System.Object.runtime_invoke_void__this__()
    56. 0x00007FFC35DEB6B0 (mono-2.0-bdwgc) mono_get_runtime_build_info
    57. 0x00007FFC35D71D12 (mono-2.0-bdwgc) mono_perfcounters_init
    58. 0x00007FFC35D7AEE2 (mono-2.0-bdwgc) mono_runtime_invoke_array
    59. 0x00007FFC35D7B679 (mono-2.0-bdwgc) mono_runtime_set_main_args
    60. 0x00007FFC35D7AE76 (mono-2.0-bdwgc) mono_runtime_invoke_array
    61. 0x00007FFC35D1FED4 (mono-2.0-bdwgc) mono_lookup_internal_call
    62. 0x000001B781A0D2A6 (mscorlib) System.Reflection.MonoMethod.InternalInvoke()
    63. 0x000001B781A0BCAB (mscorlib) System.Reflection.MonoMethod.Invoke()
    64. 0x000001B78306183F (mscorlib) System.Reflection.MethodBase.Invoke()
    65. 0x000001B7855625C3 (UnityEditor) UnityEditor.HostView.Invoke()
    66. 0x000001B785562413 (UnityEditor) UnityEditor.HostView.Invoke()
    67. 0x000001B78A09D253 (UnityEditor) UnityEditor.HostView.InvokeOnGUI()
    68. 0x000001B78A6F543B (UnityEditor) UnityEditor.DockArea.DrawView()
    69. 0x000001B78A6E1C33 (UnityEditor) UnityEditor.DockArea.OldOnGUI()
    70. 0x000001B78A04A451 (UnityEngine.UIElementsModule) UnityEngine.UIElements.IMGUIContainer.DoOnGUI()
    71. 0x000001B78A04844B (UnityEngine.UIElementsModule) UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent()
    72. 0x000001B78A042493 (UnityEngine.UIElementsModule) UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent()
    73. 0x000001B78553E803 (UnityEngine.UIElementsModule) UnityEngine.UIElements.IMGUIContainer.HandleEvent()
    74. 0x000001B78A0412D0 (UnityEngine.UIElementsModule) UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent()
    75. 0x000001B7844032DF (UnityEngine.UIElementsModule) UnityEngine.UIElements.EventDispatcher.ProcessEvent()
    76. 0x000001B7843FD373 (UnityEngine.UIElementsModule) UnityEngine.UIElements.EventDispatcher.Dispatch()
    77. 0x000001B7843FCF93 (UnityEngine.UIElementsModule) UnityEngine.UIElements.BaseVisualElementPanel.SendEvent()
    78. 0x000001B789CCCD1B (UnityEngine.UIElementsModule) UnityEngine.UIElements.UIElementsUtility.DoDispatch()
    79. 0x000001B789CCC44B (UnityEngine.UIElementsModule) UnityEngine.UIElements.UIElementsUtility.ProcessEvent()
    80. 0x000001B789CCBDAE (UnityEngine.IMGUIModule) UnityEngine.GUIUtility.ProcessEvent()
    81. 0x000001B789CCBFD3 (UnityEngine.IMGUIModule) <Module>.runtime_invoke_bool_int_intptr()
    82. 0x00007FFC35DEB6B0 (mono-2.0-bdwgc) mono_get_runtime_build_info
    83. 0x00007FFC35D71D12 (mono-2.0-bdwgc) mono_perfcounters_init
    84. 0x00007FFC35D7AD0F (mono-2.0-bdwgc) mono_runtime_invoke
    85. 0x00007FF6699BA0B6 (Unity) PAL_Memory_Free
    86. 0x00007FF6699B43A5 (Unity) PAL_Memory_Free
    87. 0x00007FF6699AF61A (Unity) PAL_Memory_Free
    88. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF667112A69)
    89. 0x00007FF667112A69 (Unity) (function-name not available)
    90. 0x00007FF66802631C (Unity) PAL_Memory_Free
    91. 0x00007FF66849561D (Unity) PAL_Memory_Free
    92. 0x00007FF66802622C (Unity) PAL_Memory_Free
    93. 0x00007FF668497105 (Unity) PAL_Memory_Free
    94. 0x00007FF6684906F4 (Unity) PAL_Memory_Free
    95. 0x00007FFC86026D41 (USER32) CallWindowProcW
    96. 0x00007FFC86026713 (USER32) DispatchMessageW
    97. 0x00007FF668494599 (Unity) PAL_Memory_Free
    98. 0x00007FF66849DDF7 (Unity) PAL_Memory_Free
    99. 0x00007FF66ADE653E (Unity) PAL_Timer_WaitForAtLeast
    100. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    101. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    102.  
    103. Stacks for Running Threads:
    104.  
    105. Call Stack for Thread 3724:
    106. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    107. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    108. 0x00007FF6698D0994 (Unity) PAL_Memory_Free
    109. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    110. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    111. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    112.  
    113.  
    114. Call Stack for Thread 12196:
    115. 0x00007FFC8808B024 (ntdll) ZwDelayExecution
    116. 0x00007FFC846C5E9A (KERNELBASE) SleepEx
    117. 0x00007FF6696C5B68 (Unity) PAL_Memory_Free
    118. 0x00007FF667F6F678 (Unity) PAL_Memory_Free
    119. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    120. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    121. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    122.  
    123.  
    124. Call Stack for Thread 11248:
    125. 0x00007FFC8808B024 (ntdll) ZwDelayExecution
    126. 0x00007FFC846C5E9A (KERNELBASE) SleepEx
    127. 0x00007FF6696C5B68 (Unity) PAL_Memory_Free
    128. 0x00007FF66A3E902E (Unity) PAL_Memory_Free
    129. 0x00007FF66A3EA2B9 (Unity) PAL_Memory_Free
    130. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    131. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    132. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    133.  
    134.  
    135. Call Stack for Thread 3940:
    136. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    137. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    138. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6674295DD)
    139. 0x00007FF6674295DD (Unity) (function-name not available)
    140. 0x00007FF66936A7D2 (Unity) PAL_Memory_Free
    141. 0x00007FF66936EDD8 (Unity) PAL_Memory_Free
    142. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    143. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    144. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    145.  
    146.  
    147. Call Stack for Thread 10836:
    148. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    149. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    150. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6674295DD)
    151. 0x00007FF6674295DD (Unity) (function-name not available)
    152. 0x00007FF66936A7D2 (Unity) PAL_Memory_Free
    153. 0x00007FF66936EDD8 (Unity) PAL_Memory_Free
    154. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    155. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    156. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    157.  
    158.  
    159. Call Stack for Thread 2816:
    160. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    161. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    162. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6674295DD)
    163. 0x00007FF6674295DD (Unity) (function-name not available)
    164. 0x00007FF66936A7D2 (Unity) PAL_Memory_Free
    165. 0x00007FF66936EDD8 (Unity) PAL_Memory_Free
    166. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    167. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    168. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    169.  
    170.  
    171. Call Stack for Thread 12192:
    172. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    173. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    174. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6674295DD)
    175. 0x00007FF6674295DD (Unity) (function-name not available)
    176. 0x00007FF66936A7D2 (Unity) PAL_Memory_Free
    177. 0x00007FF66936EDD8 (Unity) PAL_Memory_Free
    178. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    179. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    180. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    181.  
    182.  
    183. Call Stack for Thread 4808:
    184. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    185. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    186. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6674295DD)
    187. 0x00007FF6674295DD (Unity) (function-name not available)
    188. 0x00007FF66936A7D2 (Unity) PAL_Memory_Free
    189. 0x00007FF66936EDD8 (Unity) PAL_Memory_Free
    190. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    191. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    192. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    193.  
    194.  
    195. Call Stack for Thread 8144:
    196. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    197. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    198. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6674295DD)
    199. 0x00007FF6674295DD (Unity) (function-name not available)
    200. 0x00007FF66936A7D2 (Unity) PAL_Memory_Free
    201. 0x00007FF66936EDD8 (Unity) PAL_Memory_Free
    202. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    203. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    204. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    205.  
    206.  
    207. Call Stack for Thread 6896:
    208. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    209. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    210. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6674295DD)
    211. 0x00007FF6674295DD (Unity) (function-name not available)
    212. 0x00007FF66936A7D2 (Unity) PAL_Memory_Free
    213. 0x00007FF66936EDD8 (Unity) PAL_Memory_Free
    214. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    215. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    216. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    217.  
    218.  
    219. Call Stack for Thread 9604:
    220. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    221. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    222. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6674295DD)
    223. 0x00007FF6674295DD (Unity) (function-name not available)
    224. 0x00007FF66936A7D2 (Unity) PAL_Memory_Free
    225. 0x00007FF66936EDD8 (Unity) PAL_Memory_Free
    226. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    227. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    228. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    229.  
    230.  
    231. Call Stack for Thread 2380:
    232. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    233. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    234. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6674295DD)
    235. 0x00007FF6674295DD (Unity) (function-name not available)
    236. 0x00007FF66936A7D2 (Unity) PAL_Memory_Free
    237. 0x00007FF66936EDD8 (Unity) PAL_Memory_Free
    238. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    239. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    240. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    241.  
    242.  
    243. Call Stack for Thread 6264:
    244. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    245. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    246. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6674295DD)
    247. 0x00007FF6674295DD (Unity) (function-name not available)
    248. 0x00007FF66936A7D2 (Unity) PAL_Memory_Free
    249. 0x00007FF66936EDD8 (Unity) PAL_Memory_Free
    250. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    251. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    252. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    253.  
    254.  
    255. Call Stack for Thread 8492:
    256. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    257. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    258. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6674295DD)
    259. 0x00007FF6674295DD (Unity) (function-name not available)
    260. 0x00007FF66936A7D2 (Unity) PAL_Memory_Free
    261. 0x00007FF66936EDD8 (Unity) PAL_Memory_Free
    262. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    263. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    264. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    265.  
    266.  
    267. Call Stack for Thread 8748:
    268. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    269. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    270. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6674295DD)
    271. 0x00007FF6674295DD (Unity) (function-name not available)
    272. 0x00007FF66936A7D2 (Unity) PAL_Memory_Free
    273. 0x00007FF66936EDD8 (Unity) PAL_Memory_Free
    274. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    275. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    276. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    277.  
    278.  
    279. Call Stack for Thread 8448:
    280. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    281. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    282. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6674295DD)
    283. 0x00007FF6674295DD (Unity) (function-name not available)
    284. 0x00007FF66936A7D2 (Unity) PAL_Memory_Free
    285. 0x00007FF66936EDD8 (Unity) PAL_Memory_Free
    286. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    287. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    288. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    289.  
    290.  
    291. Call Stack for Thread 5312:
    292. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    293. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    294. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6674295DD)
    295. 0x00007FF6674295DD (Unity) (function-name not available)
    296. 0x00007FF66936A7D2 (Unity) PAL_Memory_Free
    297. 0x00007FF66936EDD8 (Unity) PAL_Memory_Free
    298. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    299. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    300. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    301.  
    302.  
    303. Call Stack for Thread 11968:
    304. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    305. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    306. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6674295DD)
    307. 0x00007FF6674295DD (Unity) (function-name not available)
    308. 0x00007FF66936A7D2 (Unity) PAL_Memory_Free
    309. 0x00007FF66936EDD8 (Unity) PAL_Memory_Free
    310. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    311. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    312. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    313.  
    314.  
    315. Call Stack for Thread 6344:
    316. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    317. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    318. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6674295DD)
    319. 0x00007FF6674295DD (Unity) (function-name not available)
    320. 0x00007FF66936A7D2 (Unity) PAL_Memory_Free
    321. 0x00007FF66936EDD8 (Unity) PAL_Memory_Free
    322. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    323. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    324. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    325.  
    326.  
    327. Call Stack for Thread 940:
    328. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    329. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    330. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6674295DD)
    331. 0x00007FF6674295DD (Unity) (function-name not available)
    332. 0x00007FF66936A7D2 (Unity) PAL_Memory_Free
    333. 0x00007FF66936EDD8 (Unity) PAL_Memory_Free
    334. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    335. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    336. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    337.  
    338.  
    339. Call Stack for Thread 10800:
    340. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    341. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    342. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6674295DD)
    343. 0x00007FF6674295DD (Unity) (function-name not available)
    344. 0x00007FF66936A7D2 (Unity) PAL_Memory_Free
    345. 0x00007FF66936EDD8 (Unity) PAL_Memory_Free
    346. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    347. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    348. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    349.  
    350.  
    351. Call Stack for Thread 6228:
    352. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    353. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    354. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6674295DD)
    355. 0x00007FF6674295DD (Unity) (function-name not available)
    356. 0x00007FF66936A7D2 (Unity) PAL_Memory_Free
    357. 0x00007FF66936EDD8 (Unity) PAL_Memory_Free
    358. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    359. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    360. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    361.  
    362.  
    363. Call Stack for Thread 1852:
    364. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    365. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    366. 0x00007FF6696C24FE (Unity) PAL_Memory_Free
    367. 0x00007FF6696C25C4 (Unity) PAL_Memory_Free
    368. 0x00007FF6694B589A (Unity) PAL_Memory_Free
    369. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    370. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    371. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    372.  
    373.  
    374. Call Stack for Thread 3172:
    375. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    376. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    377. 0x00007FF669095384 (Unity) PAL_Memory_Free
    378. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    379. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    380. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    381.  
    382.  
    383. Call Stack for Thread 5640:
    384. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    385. 0x00007FFC83B26A42 (MSWSOCK) Tcpip4_WSHOpenSocket2
    386. 0x00007FFC83B2D359 (MSWSOCK) NSPStartup
    387. 0x00007FFC869666D0 (WS2_32) select
    388. 0x00007FF66A6606C4 (Unity) PAL_Memory_Free
    389. 0x00007FF6688CDB2E (Unity) PAL_Memory_Free
    390. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    391. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    392. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    393.  
    394.  
    395. Call Stack for Thread 10772:
    396. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    397. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    398. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6674295DD)
    399. 0x00007FF6674295DD (Unity) (function-name not available)
    400. 0x00007FF6688C2365 (Unity) PAL_Memory_Free
    401. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    402. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    403. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    404.  
    405.  
    406. Call Stack for Thread 11820:
    407. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    408. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    409. 0x00007FF66A7A1A0A (Unity) PAL_Timer_WaitForAtLeast
    410. 0x00007FF66A7A195E (Unity) PAL_Timer_WaitForAtLeast
    411. 0x00007FF66A733CC6 (Unity) PAL_Timer_WaitForAtLeast
    412. 0x00007FF66AE2E188 (Unity) PAL_Timer_WaitForAtLeast
    413. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    414. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    415.  
    416.  
    417. Call Stack for Thread 11944:
    418. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    419. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    420. 0x00007FF66A7839D5 (Unity) PAL_Timer_WaitForAtLeast
    421. 0x00007FF66A731F8A (Unity) PAL_Timer_WaitForAtLeast
    422. 0x00007FF66A733C91 (Unity) PAL_Timer_WaitForAtLeast
    423. 0x00007FF66AE2E188 (Unity) PAL_Timer_WaitForAtLeast
    424. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    425. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    426.  
    427.  
    428. Call Stack for Thread 1728:
    429. 0x00007FFC8808B024 (ntdll) ZwDelayExecution
    430. 0x00007FFC846C5E9A (KERNELBASE) SleepEx
    431. 0x00007FF66A73213A (Unity) PAL_Timer_WaitForAtLeast
    432. 0x00007FF66A733CF4 (Unity) PAL_Timer_WaitForAtLeast
    433. 0x00007FF66AE2E188 (Unity) PAL_Timer_WaitForAtLeast
    434. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    435. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    436.  
    437.  
    438. Call Stack for Thread 2084:
    439. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    440. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    441. 0x00007FF6696C24FE (Unity) PAL_Memory_Free
    442. 0x00007FF6696C25C4 (Unity) PAL_Memory_Free
    443. 0x00007FF668AFFDFC (Unity) PAL_Memory_Free
    444. 0x00007FF668B0C14B (Unity) PAL_Memory_Free
    445. 0x00007FF668B0C515 (Unity) PAL_Memory_Free
    446. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    447. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    448. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    449.  
    450.  
    451. Call Stack for Thread 11836:
    452. 0x00007FFC8808E2F4 (ntdll) ZwWaitForWorkViaWorkerFactory
    453. 0x00007FFC88016866 (ntdll) RtlReleaseSRWLockExclusive
    454. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    455. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    456.  
    457.  
    458. Call Stack for Thread 11740:
    459. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    460. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    461. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6674295DD)
    462. 0x00007FF6674295DD (Unity) (function-name not available)
    463. 0x00007FF66936A7D2 (Unity) PAL_Memory_Free
    464. 0x00007FF66936EDD8 (Unity) PAL_Memory_Free
    465. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    466. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    467. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    468.  
    469.  
    470. Call Stack for Thread 11076:
    471. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    472. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    473. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6674295DD)
    474. 0x00007FF6674295DD (Unity) (function-name not available)
    475. 0x00007FF66936A7D2 (Unity) PAL_Memory_Free
    476. 0x00007FF66936EDD8 (Unity) PAL_Memory_Free
    477. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    478. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    479. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    480.  
    481.  
    482. Call Stack for Thread 8736:
    483. 0x00007FFC8808E294 (ntdll) ZwWaitForAlertByThreadId
    484. 0x00007FFC88065EE2 (ntdll) RtlSleepConditionVariableCS
    485. 0x00007FFC846EF378 (KERNELBASE) SleepConditionVariableCS
    486. 0x000000018004C2C7 (OpenRL) rlRenderFrame
    487. 0x000000018004C5EC (OpenRL) rlRenderFrame
    488. 0x000000018004C8C6 (OpenRL) rlRenderFrame
    489. 0x00000001800801D8 (OpenRL) rlRenderFrame
    490. 0x000001B7C8DC3F2A (OpenRL_pthread) pthread_setspecific
    491. 0x0000000061161D9F (MSVCR100) endthreadex
    492. 0x0000000061161E3B (MSVCR100) endthreadex
    493. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    494. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    495.  
    496.  
    497. Call Stack for Thread 4404:
    498. 0x00007FFC8808E294 (ntdll) ZwWaitForAlertByThreadId
    499. 0x00007FFC88065EE2 (ntdll) RtlSleepConditionVariableCS
    500. 0x00007FFC846EF378 (KERNELBASE) SleepConditionVariableCS
    501. 0x000000018004C2C7 (OpenRL) rlRenderFrame
    502. 0x000000018004C5EC (OpenRL) rlRenderFrame
    503. 0x000000018004C8C6 (OpenRL) rlRenderFrame
    504. 0x00000001800801D8 (OpenRL) rlRenderFrame
    505. 0x000001B7C8DC3F2A (OpenRL_pthread) pthread_setspecific
    506. 0x0000000061161D9F (MSVCR100) endthreadex
    507. 0x0000000061161E3B (MSVCR100) endthreadex
    508. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    509. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    510.  
    511.  
    512. Call Stack for Thread 7380:
    513. 0x00007FFC8808E294 (ntdll) ZwWaitForAlertByThreadId
    514. 0x00007FFC88065EE2 (ntdll) RtlSleepConditionVariableCS
    515. 0x00007FFC846EF378 (KERNELBASE) SleepConditionVariableCS
    516. 0x000000018004C2C7 (OpenRL) rlRenderFrame
    517. 0x000000018004C5EC (OpenRL) rlRenderFrame
    518. 0x000000018004C8C6 (OpenRL) rlRenderFrame
    519. 0x00000001800801D8 (OpenRL) rlRenderFrame
    520. 0x000001B7C8DC3F2A (OpenRL_pthread) pthread_setspecific
    521. 0x0000000061161D9F (MSVCR100) endthreadex
    522. 0x0000000061161E3B (MSVCR100) endthreadex
    523. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    524. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    525.  
    526.  
    527. Call Stack for Thread 11504:
    528. 0x00007FFC8808E294 (ntdll) ZwWaitForAlertByThreadId
    529. 0x00007FFC88065EE2 (ntdll) RtlSleepConditionVariableCS
    530. 0x00007FFC846EF378 (KERNELBASE) SleepConditionVariableCS
    531. 0x000000018004C2C7 (OpenRL) rlRenderFrame
    532. 0x000000018004C5EC (OpenRL) rlRenderFrame
    533. 0x000000018004C8C6 (OpenRL) rlRenderFrame
    534. 0x00000001800801D8 (OpenRL) rlRenderFrame
    535. 0x000001B7C8DC3F2A (OpenRL_pthread) pthread_setspecific
    536. 0x0000000061161D9F (MSVCR100) endthreadex
    537. 0x0000000061161E3B (MSVCR100) endthreadex
    538. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    539. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    540.  
    541.  
    542. Call Stack for Thread 11572:
    543. 0x00007FFC84901144 (win32u) NtUserGetMessage
    544. 0x00007FFC86031B8B (USER32) GetMessageW
    545. 0x00000001800643D5 (OpenRL) rlRenderFrame
    546. 0x00000001800801D8 (OpenRL) rlRenderFrame
    547. 0x000001B7C8DC3F2A (OpenRL_pthread) pthread_setspecific
    548. 0x0000000061161D9F (MSVCR100) endthreadex
    549. 0x0000000061161E3B (MSVCR100) endthreadex
    550. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    551. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    552.  
    553.  
    554. Call Stack for Thread 8836:
    555. 0x00007FFC8808B024 (ntdll) ZwDelayExecution
    556. 0x00007FFC846C5E9A (KERNELBASE) SleepEx
    557. 0x00007FF6696C5B68 (Unity) PAL_Memory_Free
    558. 0x00007FF66A22621E (Unity) PAL_Memory_Free
    559. 0x00007FF6693684A8 (Unity) PAL_Memory_Free
    560. 0x00007FF66936E402 (Unity) PAL_Memory_Free
    561. 0x00007FF669368BC8 (Unity) PAL_Memory_Free
    562. 0x00007FF66936A711 (Unity) PAL_Memory_Free
    563. 0x00007FF66936EDD8 (Unity) PAL_Memory_Free
    564. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    565. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    566. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    567.  
    568.  
    569. Call Stack for Thread 10344:
    570. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    571. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    572. 0x00007FFC35CE5E8F (mono-2.0-bdwgc) mono_conc_hashtable_remove
    573. 0x00007FFC35DD2FCD (mono-2.0-bdwgc) mono_gc_reference_queue_new
    574. 0x00007FFC35DD1D65 (mono-2.0-bdwgc) mono_callspec_parse
    575. 0x00007FFC35D95268 (mono-2.0-bdwgc) mono_threads_set_shutting_down
    576. 0x00007FFC35D94FF6 (mono-2.0-bdwgc) mono_threads_set_shutting_down
    577. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    578. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    579.  
    580.  
    581. Call Stack for Thread 6592:
    582. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    583. 0x00007FFC83B26A42 (MSWSOCK) Tcpip4_WSHOpenSocket2
    584. 0x00007FFC83B2ECAC (MSWSOCK) Tcpip6_WSHStringToAddress
    585. 0x00007FFC86966DCC (WS2_32) WSAAccept
    586. 0x00007FFC86966CF2 (WS2_32) accept
    587. 0x00007FFC35DDA608 (mono-2.0-bdwgc) mono_object_is_alive
    588. 0x00007FFC35EF03AD (mono-2.0-bdwgc) mono_debugger_agent_transport_handshake
    589. 0x00007FFC35EF5BB3 (mono-2.0-bdwgc) mono_debugger_agent_transport_handshake
    590. 0x00007FFC35EE3399 (mono-2.0-bdwgc) mono_unity_backtrace_from_context
    591. 0x00007FFC35D95268 (mono-2.0-bdwgc) mono_threads_set_shutting_down
    592. 0x00007FFC35D94FF6 (mono-2.0-bdwgc) mono_threads_set_shutting_down
    593. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    594. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    595.  
    596.  
    597. Call Stack for Thread 3068:
    598. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    599. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    600. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6674295DD)
    601. 0x00007FF6674295DD (Unity) (function-name not available)
    602. 0x00007FF66936A7D2 (Unity) PAL_Memory_Free
    603. 0x00007FF66936EDD8 (Unity) PAL_Memory_Free
    604. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    605. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    606. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    607.  
    608.  
    609. Call Stack for Thread 5940:
    610. 0x00007FFC8808B024 (ntdll) ZwDelayExecution
    611. 0x00007FFC846C5E9A (KERNELBASE) SleepEx
    612. 0x00007FF6696C5B68 (Unity) PAL_Memory_Free
    613. 0x00007FF668520155 (Unity) PAL_Memory_Free
    614. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    615. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    616. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    617.  
    618.  
    619. Call Stack for Thread 4496:
    620. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    621. 0x00007FFC83B26A42 (MSWSOCK) Tcpip4_WSHOpenSocket2
    622. 0x00007FFC83B2D359 (MSWSOCK) NSPStartup
    623. 0x00007FFC869666D0 (WS2_32) select
    624. 0x00007FFC35CD96C0 (mono-2.0-bdwgc) mono_poll
    625. 0x00007FFC35D9BB65 (mono-2.0-bdwgc) mono_threads_set_shutting_down
    626. 0x00007FFC35D9C5F7 (mono-2.0-bdwgc) mono_threads_set_shutting_down
    627. 0x00007FFC35D95268 (mono-2.0-bdwgc) mono_threads_set_shutting_down
    628. 0x00007FFC35D94FF6 (mono-2.0-bdwgc) mono_threads_set_shutting_down
    629. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    630. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    631.  
    632.  
    633. Call Stack for Thread 12128:
    634. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    635. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    636. 0x00007FF66AD88B42 (Unity) PAL_Timer_WaitForAtLeast
    637. 0x00007FF66AC547AF (Unity) PAL_Timer_WaitForAtLeast
    638. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    639. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    640.  
    641.  
    642. Call Stack for Thread 5672:
    643. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    644. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    645. 0x00007FF668B9B0D3 (Unity) PAL_Memory_Free
    646. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    647. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    648. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    649.  
    650.  
    651. Call Stack for Thread 6160:
    652. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    653. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    654. 0x00007FF668B9B0D3 (Unity) PAL_Memory_Free
    655. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    656. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    657. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    658.  
    659.  
    660. Call Stack for Thread 9028:
    661. 0x00007FFC8808AAC4 (ntdll) ZwRemoveIoCompletion
    662. 0x00007FFC846D36E2 (KERNELBASE) GetQueuedCompletionStatus
    663. 0x00007FFC3C39F391 (libcef) IsSandboxedProcess
    664. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    665. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    666.  
    667.  
    668. Call Stack for Thread 11276:
    669. 0x00007FFC8808AAC4 (ntdll) ZwRemoveIoCompletion
    670. 0x00007FFC846D36E2 (KERNELBASE) GetQueuedCompletionStatus
    671. 0x00007FFC3A3D68BF (libcef) cef_trace_event_instant
    672. 0x00007FFC3A3D5ECE (libcef) cef_trace_event_instant
    673. 0x00007FFC3A3D64AB (libcef) cef_trace_event_instant
    674. 0x00007FFC3A3C1BD0 (libcef) cef_trace_event_instant
    675. 0x00007FFC3A3A9968 (libcef) cef_trace_event_instant
    676. 0x00007FFC3A3C2277 (libcef) cef_trace_event_instant
    677. 0x00007FFC3A3A756F (libcef) cef_trace_event_instant
    678. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    679. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    680.  
    681.  
    682. Call Stack for Thread 6700:
    683. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    684. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    685. 0x00007FFC3A3D708E (libcef) cef_trace_event_instant
    686. 0x00007FFC3A3C1BD0 (libcef) cef_trace_event_instant
    687. 0x00007FFC3A3A9968 (libcef) cef_trace_event_instant
    688. 0x00007FFC3A3C2277 (libcef) cef_trace_event_instant
    689. 0x00007FFC3A3A756F (libcef) cef_trace_event_instant
    690. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    691. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    692.  
    693.  
    694. Call Stack for Thread 6312:
    695. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    696. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    697. 0x00007FFC3ADF2529 (libcef) SetCrashKeyValueImpl
    698. 0x00007FFC3AC83FF0 (libcef) SetCrashKeyValueImpl
    699. 0x00007FFC3BE2E8F7 (libcef) SetCrashKeyValueImpl
    700. 0x00007FFC3BE2EA9E (libcef) SetCrashKeyValueImpl
    701. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    702. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    703.  
    704.  
    705. Call Stack for Thread 11524:
    706. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    707. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    708. 0x00007FFC3AE6F451 (libcef) SetCrashKeyValueImpl
    709. 0x00007FFC3AC83FF0 (libcef) SetCrashKeyValueImpl
    710. 0x00007FFC3BE2E8F7 (libcef) SetCrashKeyValueImpl
    711. 0x00007FFC3BE2EA9E (libcef) SetCrashKeyValueImpl
    712. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    713. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    714.  
    715.  
    716. Call Stack for Thread 8988:
    717. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    718. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    719. 0x00007FFC3AE6F451 (libcef) SetCrashKeyValueImpl
    720. 0x00007FFC3AC83FF0 (libcef) SetCrashKeyValueImpl
    721. 0x00007FFC3BE2E8F7 (libcef) SetCrashKeyValueImpl
    722. 0x00007FFC3BE2EA9E (libcef) SetCrashKeyValueImpl
    723. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    724. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    725.  
    726.  
    727. Call Stack for Thread 6824:
    728. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    729. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    730. 0x00007FFC3AE6F451 (libcef) SetCrashKeyValueImpl
    731. 0x00007FFC3AC83FF0 (libcef) SetCrashKeyValueImpl
    732. 0x00007FFC3BE2E8F7 (libcef) SetCrashKeyValueImpl
    733. 0x00007FFC3BE2EA9E (libcef) SetCrashKeyValueImpl
    734. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    735. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    736.  
    737.  
    738. Call Stack for Thread 8076:
    739. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    740. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    741. 0x00007FFC3A3D708E (libcef) cef_trace_event_instant
    742. 0x00007FFC3A3C1BD0 (libcef) cef_trace_event_instant
    743. 0x00007FFC3A3A9968 (libcef) cef_trace_event_instant
    744. 0x00007FFC3A698B4E (libcef) SetCrashKeyValueImpl
    745. 0x00007FFC3A6995C3 (libcef) SetCrashKeyValueImpl
    746. 0x00007FFC3A3C2277 (libcef) cef_trace_event_instant
    747. 0x00007FFC3A3A756F (libcef) cef_trace_event_instant
    748. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    749. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    750.  
    751.  
    752. Call Stack for Thread 11232:
    753. 0x00007FFC849096E4 (win32u) NtUserMsgWaitForMultipleObjectsEx
    754. 0x00007FFC8603031D (USER32) MsgWaitForMultipleObjectsEx
    755. 0x00007FFC3A3D6A47 (libcef) cef_trace_event_instant
    756. 0x00007FFC3A3D5F9E (libcef) cef_trace_event_instant
    757. 0x00007FFC3A3D64AB (libcef) cef_trace_event_instant
    758. 0x00007FFC3A3C1BD0 (libcef) cef_trace_event_instant
    759. 0x00007FFC3A3A9968 (libcef) cef_trace_event_instant
    760. 0x00007FFC3A698BDE (libcef) SetCrashKeyValueImpl
    761. 0x00007FFC3A6995DF (libcef) SetCrashKeyValueImpl
    762. 0x00007FFC3A3C2277 (libcef) cef_trace_event_instant
    763. 0x00007FFC3A3A756F (libcef) cef_trace_event_instant
    764. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    765. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    766.  
    767.  
    768. Call Stack for Thread 8684:
    769. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    770. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    771. 0x00007FFC3A3D708E (libcef) cef_trace_event_instant
    772. 0x00007FFC3A3C1BD0 (libcef) cef_trace_event_instant
    773. 0x00007FFC3A3A9968 (libcef) cef_trace_event_instant
    774. 0x00007FFC3A698C6E (libcef) SetCrashKeyValueImpl
    775. 0x00007FFC3A6995FB (libcef) SetCrashKeyValueImpl
    776. 0x00007FFC3A3C2277 (libcef) cef_trace_event_instant
    777. 0x00007FFC3A3A756F (libcef) cef_trace_event_instant
    778. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    779. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    780.  
    781.  
    782. Call Stack for Thread 1992:
    783. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    784. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    785. 0x00007FFC3A3D708E (libcef) cef_trace_event_instant
    786. 0x00007FFC3A3C1BD0 (libcef) cef_trace_event_instant
    787. 0x00007FFC3A3A9968 (libcef) cef_trace_event_instant
    788. 0x00007FFC3A6994DE (libcef) SetCrashKeyValueImpl
    789. 0x00007FFC3A699617 (libcef) SetCrashKeyValueImpl
    790. 0x00007FFC3A3C2277 (libcef) cef_trace_event_instant
    791. 0x00007FFC3A3A756F (libcef) cef_trace_event_instant
    792. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    793. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    794.  
    795.  
    796. Call Stack for Thread 12256:
    797. 0x00007FFC8808AAC4 (ntdll) ZwRemoveIoCompletion
    798. 0x00007FFC846D36E2 (KERNELBASE) GetQueuedCompletionStatus
    799. 0x00007FFC3A3D68BF (libcef) cef_trace_event_instant
    800. 0x00007FFC3A3D5ECE (libcef) cef_trace_event_instant
    801. 0x00007FFC3A3D64AB (libcef) cef_trace_event_instant
    802. 0x00007FFC3A3C1BD0 (libcef) cef_trace_event_instant
    803. 0x00007FFC3A3A9968 (libcef) cef_trace_event_instant
    804. 0x00007FFC3A69899E (libcef) SetCrashKeyValueImpl
    805. 0x00007FFC3A699633 (libcef) SetCrashKeyValueImpl
    806. 0x00007FFC3A3C2277 (libcef) cef_trace_event_instant
    807. 0x00007FFC3A3A756F (libcef) cef_trace_event_instant
    808. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    809. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    810.  
    811.  
    812. Call Stack for Thread 9812:
    813. 0x00007FFC8808AAC4 (ntdll) ZwRemoveIoCompletion
    814. 0x00007FFC846D36E2 (KERNELBASE) GetQueuedCompletionStatus
    815. 0x00007FFC3A3D68BF (libcef) cef_trace_event_instant
    816. 0x00007FFC3A3D5ECE (libcef) cef_trace_event_instant
    817. 0x00007FFC3A3D64AB (libcef) cef_trace_event_instant
    818. 0x00007FFC3A3C1BD0 (libcef) cef_trace_event_instant
    819. 0x00007FFC3A3A9968 (libcef) cef_trace_event_instant
    820. 0x00007FFC3A698ECE (libcef) SetCrashKeyValueImpl
    821. 0x00007FFC3A69964F (libcef) SetCrashKeyValueImpl
    822. 0x00007FFC3A3C2277 (libcef) cef_trace_event_instant
    823. 0x00007FFC3A3A756F (libcef) cef_trace_event_instant
    824. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    825. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    826.  
    827.  
    828. Call Stack for Thread 7572:
    829. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    830. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    831. 0x00007FFC3A3D708E (libcef) cef_trace_event_instant
    832. 0x00007FFC3A3C1BD0 (libcef) cef_trace_event_instant
    833. 0x00007FFC3A3A9968 (libcef) cef_trace_event_instant
    834. 0x00007FFC3A3C2277 (libcef) cef_trace_event_instant
    835. 0x00007FFC3A3A756F (libcef) cef_trace_event_instant
    836. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    837. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    838.  
    839.  
    840. Call Stack for Thread 7768:
    841. 0x00007FFC8808E294 (ntdll) ZwWaitForAlertByThreadId
    842. 0x00007FFC88065EE2 (ntdll) RtlSleepConditionVariableCS
    843. 0x00007FFC846EF378 (KERNELBASE) SleepConditionVariableCS
    844. 0x00007FFC3A3DCD0E (libcef) cef_trace_event_instant
    845. 0x00007FFC3A3C0DCE (libcef) cef_trace_event_instant
    846. 0x00007FFC3A3C0393 (libcef) cef_trace_event_instant
    847. 0x00007FFC3A3DD08D (libcef) cef_trace_event_instant
    848. 0x00007FFC3A3A756F (libcef) cef_trace_event_instant
    849. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    850. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    851.  
    852.  
    853. Call Stack for Thread 6168:
    854. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    855. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    856. 0x00007FFC3A3D708E (libcef) cef_trace_event_instant
    857. 0x00007FFC3A3C1BD0 (libcef) cef_trace_event_instant
    858. 0x00007FFC3A3A9968 (libcef) cef_trace_event_instant
    859. 0x00007FFC3A3C2277 (libcef) cef_trace_event_instant
    860. 0x00007FFC3A3A756F (libcef) cef_trace_event_instant
    861. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    862. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    863.  
    864.  
    865. Call Stack for Thread 9252:
    866. 0x00007FFC8808B024 (ntdll) ZwDelayExecution
    867. 0x00007FFC846C5E9A (KERNELBASE) SleepEx
    868. 0x00007FF6696C5B68 (Unity) PAL_Memory_Free
    869. 0x00007FF668520155 (Unity) PAL_Memory_Free
    870. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    871. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    872. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    873.  
    874.  
    875. Call Stack for Thread 8892:
    876. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    877. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    878. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6674295DD)
    879. 0x00007FF6674295DD (Unity) (function-name not available)
    880. 0x00007FF66936A7D2 (Unity) PAL_Memory_Free
    881. 0x00007FF66936EDD8 (Unity) PAL_Memory_Free
    882. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    883. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    884. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    885.  
    886.  
    887. Call Stack for Thread 3484:
    888. 0x00007FFC8808B024 (ntdll) ZwDelayExecution
    889. 0x00007FFC846C5E9A (KERNELBASE) SleepEx
    890. 0x00007FF6696C5B68 (Unity) PAL_Memory_Free
    891. 0x00007FF668520155 (Unity) PAL_Memory_Free
    892. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    893. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    894. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    895.  
    896.  
    897. Call Stack for Thread 412:
    898. 0x00007FFC8808B024 (ntdll) ZwDelayExecution
    899. 0x00007FFC846C5E9A (KERNELBASE) SleepEx
    900. 0x00007FF6696C5B68 (Unity) PAL_Memory_Free
    901. 0x00007FF668520155 (Unity) PAL_Memory_Free
    902. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    903. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    904. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    905.  
    906.  
    907. Call Stack for Thread 10428:
    908. 0x00007FFC8808E2F4 (ntdll) ZwWaitForWorkViaWorkerFactory
    909. 0x00007FFC88016866 (ntdll) RtlReleaseSRWLockExclusive
    910. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    911. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    912.  
    913.  
    914. Call Stack for Thread 5928:
    915. 0x00007FFC8808E2F4 (ntdll) ZwWaitForWorkViaWorkerFactory
    916. 0x00007FFC88016866 (ntdll) RtlReleaseSRWLockExclusive
    917. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    918. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    919.  
    920.  
    921. Call Stack for Thread 9600:
    922. 0x00007FFC8808AAC4 (ntdll) ZwRemoveIoCompletion
    923. 0x00007FFC83B2F338 (MSWSOCK) Tcpip6_WSHStringToAddress
    924. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    925. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    926.  
    927.  
    928. Call Stack for Thread 4148:
    929. 0x00007FFC8808B4F4 (ntdll) NtWaitForMultipleObjects
    930. 0x00007FFC846C6099 (KERNELBASE) WaitForMultipleObjectsEx
    931. 0x00007FFC85D27D47 (combase) CoGetTreatAsClass
    932. 0x00007FFC85D25139 (combase) CoGetTreatAsClass
    933. 0x00007FFC85DA648C (combase) CoRegisterPSClsid
    934. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    935. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    936.  
    937.  
    938. Call Stack for Thread 9264:
    939. 0x00007FFC8808AA24 (ntdll) ZwWaitForSingleObject
    940. 0x00007FFC846B9252 (KERNELBASE) WaitForSingleObjectEx
    941. ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF6674295DD)
    942. 0x00007FF6674295DD (Unity) (function-name not available)
    943. 0x00007FF6694F1625 (Unity) PAL_Memory_Free
    944. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    945. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    946. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    947.  
    948.  
    949. Call Stack for Thread 5356:
    950. 0x00007FFC8808B024 (ntdll) ZwDelayExecution
    951. 0x00007FFC846C5E9A (KERNELBASE) SleepEx
    952. 0x00007FF6696C5B68 (Unity) PAL_Memory_Free
    953. 0x00007FF668520155 (Unity) PAL_Memory_Free
    954. 0x00007FF6696BFF37 (Unity) PAL_Memory_Free
    955. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    956. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    957.  
    958.  
    959.  
    960.  
    961. Stack Memory [0x0000005F721398C0-0x0000005F72140000]:
    962. 0x721398c0: 00000000 00000000 00000001 00000000 ................
    963. 0x721398d0: 00000000 ffffffff 00000049 00000000 ........I.......
    964. 0x721398e0: fffffffe ffffffff 6dfa7d70 00007ff6 ........p}.m....
    965. 0x721398f0: fffffffe ffffffff 00000000 00000000 ................
    966. 0x72139900: 85a936d0 000001b7 cea53f20 000001b7 .6...... ?......
    967. 0x72139910: 72139a20 0000005f 67c536e3 00007ff6  ..r_....6.g....
    968. 0x72139920: fffffffe ffffffff 00000000 00000000 ................
    969. 0x72139930: cfb16550 000001b7 696db0e3 00007ff6 Pe........mi....
    970. 0x72139940: cb71adc0 000001b7 00000000 00000000 ..q.............
    971. 0x72139950: 85a936d0 000001b7 72139f90 0000005f .6.........r_...
    972. 0x72139960: cda4e310 000001b7 694f8a4f 00007ff6 ........O.Oi....
    973. 0x72139970: 000020ec 00000000 0000004b 00000000 . ......K.......
    974. 0x72139980: 000150fa 00000000 00000000 00000000 .P..............
    975. 0x72139990: cb71adc0 000001b7 694fb329 00007ff6 ..q.....).Oi....
    976. 0x721399a0: cda4e310 000001b7 00000000 00000000 ................
    977. 0x721399b0: cb71adc0 000001b7 00000000 00000000 ..q.............
    978. 0x721399c0: ff191d18 000001b7 ff230eb0 000001b7 ..........#.....
    979. 0x721399d0: 00000000 00000000 68c6e55f 00007ff6 ........_..h....
    980. 0x721399e0: 85a7d730 000001b7 000150fa 000001b7 0........P......
    981. 0x721399f0: 00000001 00000000 00000001 00000000 ................
    982. 0x72139a00: 00000001 00000000 cb71adc0 000001b7 ..........q.....
    983. 0x72139a10: 72139950 0000005f 68161694 00007ff6 P..r_......h....
    984. 0x72139a20: 85a936d0 000001b7 00000000 00000000 .6..............
    985. 0x72139a30: 00000000 00000000 cfb16550 000001b7 ........Pe......
    986. 0x72139a40: 72139b50 0000005f 67dbf7df 00007ff6 P..r_......g....
    987. 0x72139a50: 00000000 00000000 72139b50 0000005f ........P..r_...
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    1133. 0x7213ad50: 00000010 00000000 00000000 00000000 ................
    1134. 0x7213ad60: 00000000 ffffffff 00000049 00000000 ........I.......
    1135. 0x7213ad70: 0001a77a 00000000 aa50eba1 479ee4f7 z.........P....G
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    1140. 0x7213adc0: 00000000 00000000 00000000 00000000 ................
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    1269. 0x7213b5d0: 00000000 ffffffff 00000001 00000000 ................
    1270. 0x7213b5e0: fffffffe ffffffff 0000003b 00000000 ........;.......
    1271. 0x7213b5f0: 2340c66a 189b44d5 25419b67 bfff2210 j.@#.D..g.A%."..
    1272. 0x7213b600: 00000000 ffffffff 00000001 0000005f ............_...
    1273. 0x7213b610: 00000000 ffffffff 0000004b 000001b7 ........K.......
    1274. 0x7213b620: 00000000 ffffffff 00000049 00000000 ........I.......
    1275. 0x7213b630: 00000028 00000000 68c2413e 00007ff6 (.......>A.h....
    1276. 0x7213b640: 00000000 00000000 00000000 00007ff6 ................
    1277. 0x7213b650: 00000000 00000000 00000028 00000000 ........(.......
    1278. 0x7213b660: 00000000 43f00000 00000000 00000000 .......C........
    1279. 0x7213b670: 00000000 43e00000 00000000 00000000 .......C........
    1280. 0x7213b680: 00000004 00000000 00000000 00000000 ................
    1281. 0x7213b690: 00000000 00000000 d129aa78 000001b7 ........x.).....
    1282. 0x7213b6a0: d129aa20 000001b7 cea52590 000001b7  .)......%......
    1283. 0x7213b6b0: 00000000 00000000 cea52590 000001b7 .........%......
    1284. 0x7213b6c0: 7213b7d0 0000005f 6859aea4 00007ff6 ...r_.....Yh....
    1285. 0x7213b6d0: d129aa20 000001b7 7213b768 0000005f  .).....h..r_...
    1286. 0x7213b6e0: 7213b750 0000005f 00000000 000001b7 P..r_...........
    1287. 0x7213b6f0: 00000000 ffffffff 7213b728 0000005f ........(..r_...
    1288. 0x7213b700: cfa6bf90 000001b7 00000000 000005dc ................
    1289. 0x7213b710: 39bcf301 aa50eba1 00000000 ffffffff ...9..P.........
    1290. 0x7213b720: 0000004c 000001b7 cfb11f00 000001b7 L...............
    1291. 0x7213b730: 0000000c 00000001 0060050d 00000001 ..........`.....
    1292. 0x7213b740: 00000000 ffffffff 00000001 00000000 ................
    1293. 0x7213b750: 00000000 ffffffff cc10d120 000001b7 ........ .......
    1294. 0x7213b760: 00000019 00000000 d4fe4422 40d490af ........"D.....@
    1295. 0x7213b770: 00000050 00000000 00000000 ffffffff P...............
    1296. 0x7213b780: 00000060 00000000 00000060 00000000 `.......`.......
    1297. 0x7213b790: 7213b8c8 0000005f cfa6bf90 000001b7 ...r_...........
    1298. 0x7213b7a0: 00000001 ffffffff 00000000 ffffffff ................
    1299. 0x7213b7b0: 00000001 ffffffff fffffffe ffffffff ................
    1300. 0x7213b7c0: cc10d120 000001b7 68c2321d 00007ff6  ........2.h....
    1301. 0x7213b7d0: 00000000 00000000 6def0c60 00007ff6 ........`..m....
    1302. 0x7213b7e0: 6deec360 00007ff6 7213b8c8 0000005f `..m.......r_...
    1303. 0x7213b7f0: cc10d120 000001b7 68c0ebb1 00007ff6  ..........h....
    1304. 0x7213b800: cc10d120 000001b7 00000000 00000000  ...............
    1305. 0x7213b810: 00000000 00000000 7213bfd0 0000005f ...........r_...
    1306. 0x7213b820: 00000000 00000000 d129aa20 000001b7 ........ .).....
    1307. 0x7213b830: 7213c138 0000005f cca50050 000001b7 8..r_...P.......
    1308. 0x7213b840: 7213b950 0000005f 6858cccd 00007ff6 P..r_.....Xh....
    1309. 0x7213b850: cceb3c80 000001b7 00000000 0000005f .<.........._...
    1310. 0x7213b860: 00000000 0000005f 00000000 00000000 ...._...........
    1311. 0x7213b870: 00000000 00000000 c8c7be80 000001b7 ................
    1312. 0x7213b880: cceb3c80 000001b7 0000003b 00000000 .<......;.......
    1313. 0x7213b890: 00000000 0000004d 0000003b 00000000 ....M...;.......
    1314. 0x7213b8a0: 00000000 ffffffff 00000049 000001b7 ........I.......
    1315. 0x7213b8b0: 00000000 00007ff6 aa50eba1 479ee4f7 ..........P....G
    1316.  
    1317. Module 1
    1318. C:\Windows\SYSTEM32\xinput1_3.dll
    1319. Image Base: 0x00400000  Image Size: 0x0001e000
    1320. File Size:  107368      File Time:  2007-04-04_185422
    1321. Version:
    1322.   Company:    Microsoft Corporation
    1323.   Product:    Microsoft® DirectX for Windows®
    1324.   FileDesc:   Microsoft Common Controller API
    1325.   FileVer:    9.18.944.0
    1326.   ProdVer:    9.18.944.0
    1327.  
    1328. Module 2
    1329. C:\Windows\SYSTEM32\MSVCR100.dll
    1330. Image Base: 0x61140000  Image Size: 0x000d2000
    1331. File Size:  829264      File Time:  2011-06-11_011538
    1332. Version:
    1333.   Company:    Microsoft Corporation
    1334.   Product:    Microsoft® Visual Studio® 2010
    1335.   FileDesc:   Microsoft® C Runtime Library
    1336.   FileVer:    10.0.40219.325
    1337.   ProdVer:    10.0.40219.325
    1338.  
    1339. Module 3
    1340. C:\Windows\SYSTEM32\MSVCP100.dll
    1341. Image Base: 0x61220000  Image Size: 0x00098000
    1342. File Size:  608080      File Time:  2011-06-11_011538
    1343. Version:
    1344.   Company:    Microsoft Corporation
    1345.   Product:    Microsoft® Visual Studio® 2010
    1346.   FileDesc:   Microsoft® C Runtime Library
    1347.   FileVer:    10.0.40219.325
    1348.   ProdVer:    10.0.40219.325
    1349.  
    1350. Crash Report configuration:
    1351. * App Name: Unity Editor
    1352. * App Version: Unity 2019.1.11f1_9b001d489a54
    1353. * Mono DLL: C:\Program Files\Unity\Hub\Editor\2019.1.11f1\Editor\Data\MonoBleedingEdge\EmbedRuntime\mono-2.0-bdwgc.dll
    1354. * Bug Reporter App Path: "C:/Program Files/Unity/Hub/Editor/2019.1.11f1/Editor/BugReporter/UnityBugReporter.exe" --bugtype crash --editor_mode "WindowsStandaloneSupport" --unity_project "C:\Users\Jon\Desktop\InfiniTD" <attachFile:--attach "<file>"> --crash_report_id <meta:ClientReportID>
    1355. * Crash Report Path: C:\Users\Jon\AppData\Local\Temp\Unity\Editor\Crashes
    1356. * Is Editor: true
    1357.  
    1358. Crash Report metadata:
    1359.  
    1360. Additional report files:
    1361. * "C:\Users\Jon\AppData\Local\Unity\Editor\Editor.log" (Output log file)
    1362.  
    1363.  
    1364.  
    1365. == [end of error.log] ==
    1366.  
    Code (CSharp):
    1. Hashing assets (1 files)... 0.003 seconds
    2.   file read: 0.001 seconds (2.087 MB)
    3.   wait for write: 0.000 seconds (I/O thread blocked by consumer, aka CPU bound)
    4.   wait for read: 0.000 seconds (CPUT thread waiting for I/O thread, aka disk bound)
    5.   hash: 0.003 seconds
    6. Updating Assets/_InfiniTD/Scenes/Level_01.unity - GUID: b1c8ae92d1ed4094f9cf236f4c34cbb2...
    7. done. [Time: 6.574371 ms]
    8. Refreshing native plugins compatible for Editor in 0.42 ms, found 0 plugins.
    9. Preloading 0 native plugins for Editor in 0.00 ms.
    10. <RI> Initialized touch support.
    11.  
    12. Reloading assemblies for play mode.
    13. Begin MonoManager ReloadAssembly
    14. Initializing Extension Manager v2019.1.11 for Unity v2019.1.11f1
    15. Registering platform support modules:
    16. Registered platform support modules in: 0.0599197s.
    17. Native extension for WindowsStandalone target not found
    18. Native extension for WebGL target not found
    19. Refreshing native plugins compatible for Editor in 0.45 ms, found 0 plugins.
    20. Preloading 0 native plugins for Editor in 0.00 ms.
    21. Mono: successfully reloaded assembly
    22. - Completed reload, in  2.958 seconds
    23. Platform modules already initialized, skipping
    24. <RI> Initialized touch support.
    25.  
    26. Load scene 'Temp/__Backupscenes/0.backup' time: 3.373910 ms
    27. 1  Path1
    28. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
    29. UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    30. UnityEngine.Logger:Log(LogType, Object)
    31. UnityEngine.Debug:Log(Object)
    32. TDTK.Path:SetupLinkRecursively(List`1) (at Assets\TDTK\Scripts\Path.cs:53)
    33. TDTK.Path:Init() (at Assets\TDTK\Scripts\Path.cs:26)
    34. TDTK.GameControl:Awake() (at Assets\TDTK\Scripts\GameControl.cs:80)
    35. (Filename: Assets/TDTK/Scripts/Path.cs Line: 53)
    36.  
    37. Load scene 'Temp/__Backupscenes/0.backup' time: 4.565329 ms
    38. Unloading 143 Unused Serialized files (Serialized files now loaded: 0)
    39. System memory in use before: 1.37 GB.
    40. System memory in use after: 1.37 GB.
    41.  
    42. Unloading 158 unused Assets to reduce memory usage. Loaded Objects now: 8645.
    43. Total: 18.276157 ms (FindLiveObjects: 0.963245 ms CreateObjectMapping: 0.228637 ms MarkObjects: 15.918826 ms  DeleteObjects: 1.164984 ms)
    44.  
    45. <RI> Initialized touch support.
    46.  
    47. <RI> Initialized touch support.
    48.  
    49. <RI> Initialized touch support.
    50.  
    51. <RI> Initialized touch support.
    52.  
    53. <RI> Initialized touch support.
    54.  
    55. <RI> Initialized touch support.
    56.  
    57. <RI> Initialized touch support.
    58.  
    59.  
    60. Hashing assets (1 files)... 0.001 seconds
    61.   file read: 0.000 seconds (0.024 MB)
    62.   wait for write: 0.000 seconds (I/O thread blocked by consumer, aka CPU bound)
    63.   wait for read: 0.000 seconds (CPUT thread waiting for I/O thread, aka disk bound)
    64.   hash: 0.000 seconds
    65. Updating Assets/_InfiniTD/Prefabs/Turrets/Level 2/Basic 2.prefab - GUID: 3b018db2763460749b194025ab6b40f1...
    66. done. [Time: 48.953926 ms]
    67. Refreshing native plugins compatible for Editor in 0.44 ms, found 0 plugins.
    68. Preloading 0 native plugins for Editor in 0.00 ms.
    69.  
    70. Hashing assets (1 files)... 0.001 seconds
    71.   file read: 0.000 seconds (0.019 MB)
    72.   wait for write: 0.000 seconds (I/O thread blocked by consumer, aka CPU bound)
    73.   wait for read: 0.000 seconds (CPUT thread waiting for I/O thread, aka disk bound)
    74.   hash: 0.000 seconds
    75. Updating Assets/_InfiniTD/Prefabs/Turrets/Level 2/Cannon 2.prefab - GUID: c6c99f6825071464986eed6261821eec...
    76. done. [Time: 30.447740 ms]
    77. Refreshing native plugins compatible for Editor in 0.42 ms, found 0 plugins.
    78. Preloading 0 native plugins for Editor in 0.00 ms.
    79.  
    80. Hashing assets (1 files)... 0.001 seconds
    81.   file read: 0.000 seconds (0.017 MB)
    82.   wait for write: 0.000 seconds (I/O thread blocked by consumer, aka CPU bound)
    83.   wait for read: 0.000 seconds (CPUT thread waiting for I/O thread, aka disk bound)
    84.   hash: 0.000 seconds
    85. Updating Assets/_InfiniTD/Prefabs/Turrets/Level 2/Disruptor 2.prefab - GUID: 44b4216a1cdca40489245c24e8222234...
    86. done. [Time: 26.477888 ms]
    87. Refreshing native plugins compatible for Editor in 0.46 ms, found 0 plugins.
    88. Preloading 0 native plugins for Editor in 0.00 ms.
    89.  
    90. Hashing assets (1 files)... 0.001 seconds
    91.   file read: 0.000 seconds (0.021 MB)
    92.   wait for write: 0.000 seconds (I/O thread blocked by consumer, aka CPU bound)
    93.   wait for read: 0.000 seconds (CPUT thread waiting for I/O thread, aka disk bound)
    94.   hash: 0.000 seconds
    95. Updating Assets/_InfiniTD/Prefabs/Turrets/Level 2/Flamer 2.prefab - GUID: 90b6e6cc789babd418caa7806a0f493c...
    96. done. [Time: 30.834522 ms]
    97. Refreshing native plugins compatible for Editor in 0.42 ms, found 0 plugins.
    98. Preloading 0 native plugins for Editor in 0.00 ms.
    99. <RI> Initialized touch support.
    100.  
    101.  
    102. Hashing assets (1 files)... 0.001 seconds
    103.   file read: 0.000 seconds (0.021 MB)
    104.   wait for write: 0.000 seconds (I/O thread blocked by consumer, aka CPU bound)
    105.   wait for read: 0.000 seconds (CPUT thread waiting for I/O thread, aka disk bound)
    106.   hash: 0.000 seconds
    107. Updating Assets/_InfiniTD/Prefabs/Turrets/Level 2/Gatling 2.prefab - GUID: d82820c1dec4ee240a9c292d43978872...
    108. done. [Time: 29.998813 ms]
    109. Refreshing native plugins compatible for Editor in 0.46 ms, found 0 plugins.
    110. Preloading 0 native plugins for Editor in 0.00 ms.
    111.  
    112. Hashing assets (1 files)... 0.001 seconds
    113.   file read: 0.000 seconds (0.020 MB)
    114.   wait for write: 0.000 seconds (I/O thread blocked by consumer, aka CPU bound)
    115.   wait for read: 0.000 seconds (CPUT thread waiting for I/O thread, aka disk bound)
    116.   hash: 0.000 seconds
    117. Updating Assets/_InfiniTD/Prefabs/Turrets/Level 2/Mortar 2.prefab - GUID: 25032fed79f30ba4cbf4b8a0ea91e9d1...
    118. done. [Time: 27.704554 ms]
    119. Refreshing native plugins compatible for Editor in 0.43 ms, found 0 plugins.
    120. Preloading 0 native plugins for Editor in 0.00 ms.
    121.  
    122. Hashing assets (1 files)... 0.001 seconds
    123.   file read: 0.000 seconds (0.020 MB)
    124.   wait for write: 0.000 seconds (I/O thread blocked by consumer, aka CPU bound)
    125.   wait for read: 0.000 seconds (CPUT thread waiting for I/O thread, aka disk bound)
    126.   hash: 0.000 seconds
    127. Updating Assets/_InfiniTD/Prefabs/Turrets/Level 2/Plasma 2.prefab - GUID: 00adb57431ac04d4783883ec1e093c6f...
    128. done. [Time: 36.265705 ms]
    129. Refreshing native plugins compatible for Editor in 0.44 ms, found 0 plugins.
    130. Preloading 0 native plugins for Editor in 0.00 ms.
    131.  
    132. Hashing assets (1 files)... 0.001 seconds
    133.   file read: 0.000 seconds (0.020 MB)
    134.   wait for write: 0.000 seconds (I/O thread blocked by consumer, aka CPU bound)
    135.   wait for read: 0.001 seconds (CPUT thread waiting for I/O thread, aka disk bound)
    136.   hash: 0.000 seconds
    137. Updating Assets/_InfiniTD/Prefabs/Turrets/Level 2/Radar 2.prefab - GUID: 8b66e765a81be5d47aa46d3319c8dadd...
    138. done. [Time: 22.556733 ms]
    139. Refreshing native plugins compatible for Editor in 0.45 ms, found 0 plugins.
    140. Preloading 0 native plugins for Editor in 0.00 ms.
    141.  
    142. Hashing assets (1 files)... 0.001 seconds
    143.   file read: 0.000 seconds (0.021 MB)
    144.   wait for write: 0.000 seconds (I/O thread blocked by consumer, aka CPU bound)
    145.   wait for read: 0.001 seconds (CPUT thread waiting for I/O thread, aka disk bound)
    146.   hash: 0.000 seconds
    147. Updating Assets/_InfiniTD/Prefabs/Turrets/Level 2/Rocket 2.prefab - GUID: 7c067d352d1d3e74c9cd30638bbdc7ef...
    148. done. [Time: 32.430347 ms]
    149. Refreshing native plugins compatible for Editor in 0.44 ms, found 0 plugins.
    150. Preloading 0 native plugins for Editor in 0.00 ms.
    151. <RI> Initialized touch support.
    152.  
    153.  
    154. Hashing assets (1 files)... 0.001 seconds
    155.   file read: 0.000 seconds (0.021 MB)
    156.   wait for write: 0.000 seconds (I/O thread blocked by consumer, aka CPU bound)
    157.   wait for read: 0.000 seconds (CPUT thread waiting for I/O thread, aka disk bound)
    158.   hash: 0.000 seconds
    159. Updating Assets/_InfiniTD/Prefabs/Turrets/Level 2/Shield 2.prefab - GUID: bac75a33c92a13c40ba5f27cfbb6a4d7...
    160. done. [Time: 41.583266 ms]
    161. Refreshing native plugins compatible for Editor in 0.45 ms, found 0 plugins.
    162. Preloading 0 native plugins for Editor in 0.00 ms.
    163.  
    164. Hashing assets (1 files)... 0.001 seconds
    165.   file read: 0.000 seconds (0.020 MB)
    166.   wait for write: 0.000 seconds (I/O thread blocked by consumer, aka CPU bound)
    167.   wait for read: 0.000 seconds (CPUT thread waiting for I/O thread, aka disk bound)
    168.   hash: 0.000 seconds
    169. Updating Assets/_InfiniTD/Prefabs/Turrets/Level 2/Shotgun 2.prefab - GUID: 0be8982f55e21a141827eebcf5dd0577...
    170. done. [Time: 29.174698 ms]
    171. Refreshing native plugins compatible for Editor in 0.46 ms, found 0 plugins.
    172. Preloading 0 native plugins for Editor in 0.00 ms.
    173. <RI> Initialized touch support.
    174.  
    175.  
    176. Hashing assets (1 files)... 0.001 seconds
    177.   file read: 0.000 seconds (0.020 MB)
    178.   wait for write: 0.000 seconds (I/O thread blocked by consumer, aka CPU bound)
    179.   wait for read: 0.001 seconds (CPUT thread waiting for I/O thread, aka disk bound)
    180.   hash: 0.000 seconds
    181. Updating Assets/_InfiniTD/Prefabs/Turrets/Level 2/Sonic 2.prefab - GUID: 8adcfe0237f1fce4880d1d4b68674ace...
    182. done. [Time: 28.330640 ms]
    183. Refreshing native plugins compatible for Editor in 0.41 ms, found 0 plugins.
    184. Preloading 0 native plugins for Editor in 0.00 ms.
    185.  
    186. Hashing assets (1 files)... 0.001 seconds
    187.   file read: 0.000 seconds (0.024 MB)
    188.   wait for write: 0.000 seconds (I/O thread blocked by consumer, aka CPU bound)
    189.   wait for read: 0.001 seconds (CPUT thread waiting for I/O thread, aka disk bound)
    190.   hash: 0.000 seconds
    191. Updating Assets/_InfiniTD/Prefabs/Turrets/Level 3/Basic 3.prefab - GUID: be91b9fae24122345b1be0439bf5b8f4...
    192. done. [Time: 30.418986 ms]
    193. Refreshing native plugins compatible for Editor in 0.42 ms, found 0 plugins.
    194. Preloading 0 native plugins for Editor in 0.00 ms.
    195.  
    196. Hashing assets (1 files)... 0.001 seconds
    197.   file read: 0.000 seconds (0.019 MB)
    198.   wait for write: 0.000 seconds (I/O thread blocked by consumer, aka CPU bound)
    199.   wait for read: 0.000 seconds (CPUT thread waiting for I/O thread, aka disk bound)
    200.   hash: 0.000 seconds
    201. Updating Assets/_InfiniTD/Prefabs/Turrets/Level 3/Cannon 3.prefab - GUID: 4ce34971dbebb3147a972162e2d04455...
    202. Attempting to open > 63 preview scenes, this is not supported, ensure you dispose of preview scenes properly
    203. UnityEditor.SceneManagement.EditorSceneManager:NewPreviewScene_Injected(Scene&)
    204. UnityEditor.SceneManagement.EditorSceneManager:NewPreviewScene()
    205. UnityEditor.PreviewScene:.ctor(String) (at C:\buildslave\unity\build\Editor\Mono\Inspector\PreviewRenderUtility.cs:22)
    206. UnityEditor.PreviewRenderUtility:.ctor() (at C:\buildslave\unity\build\Editor\Mono\Inspector\PreviewRenderUtility.cs:103)
    207. UnityEditor.PreviewData:.ctor(Object) (at C:\buildslave\unity\build\Editor\Mono\Inspector\GameObjectInspector.cs:90)
    208. UnityEditor.GameObjectInspector:GetPreviewData() (at C:\buildslave\unity\build\Editor\Mono\Inspector\GameObjectInspector.cs:565)
    209. UnityEditor.GameObjectInspector:RenderStaticPreview(String, Object[], Int32, Int32) (at C:\buildslave\unity\build\Editor\Mono\Inspector\GameObjectInspector.cs:789)
    210. UnityEditor.AssetPreviewUpdater:CreatePreviewForAsset(Object, Object[], String) (at C:\buildslave\unity\build\Editor\Mono\AssetPreviewUpdater.cs:33)
    211. UnityEditor.PrefabUtility:SavePrefabAsset_Internal(GameObject, Boolean&)
    212. UnityEditor.PrefabUtility:SavePrefabAsset(GameObject, Boolean&) (at C:\buildslave\unity\build\Editor\Mono\Prefabs\PrefabUtility.cs:1205)
    213. UnityEditor.PrefabUtility:SavePrefabAsset(GameObject) (at C:\buildslave\unity\build\Editor\Mono\Prefabs\PrefabUtility.cs:1182)
    214. TDTK.UnitTowerEditorWindow:OnGUI() (at Assets\TDTK\Scripts\Editor\W_UnitTowerEditor.cs:125)
    215. System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
    216. System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
    217. System.Reflection.MethodBase:Invoke(Object, Object[])
    218. UnityEditor.HostView:Invoke(String, Object) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:340)
    219. UnityEditor.HostView:Invoke(String) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:334)
    220. UnityEditor.HostView:InvokeOnGUI(Rect, Rect) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:302)
    221. UnityEditor.DockArea:DrawView(Rect, Rect, Boolean, Boolean) (at C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:373)
    222. UnityEditor.DockArea:OldOnGUI() (at C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:340)
    223. UnityEngine.UIElements.IMGUIContainer:DoOnGUI(Event, Matrix4x4, Rect, Boolean, Rect) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:278)
    224. UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:481)
    225. UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:464)
    226. UnityEngine.UIElements.IMGUIContainer:HandleEvent(EventBase) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:444)
    227. UnityEngine.UIElements.MouseCaptureDispatchingStrategy:DispatchEvent(EventBase, IPanel) (at C:\buildslave\unity\build\Modules\UIElements\Events\MouseCaptureDispatchingStrategy.cs:93)
    228. UnityEngine.UIElements.EventDispatcher:ProcessEvent(EventBase, IPanel) (at C:\buildslave\unity\build\Modules\UIElements\EventDispatcher.cs:280)
    229. UnityEngine.UIElements.EventDispatcher:Dispatch(EventBase, IPanel, DispatchMode) (at C:\buildslave\unity\build\Modules\UIElements\EventDispatcher.cs:156)
    230. UnityEngine.UIElements.BaseVisualElementPanel:SendEvent(EventBase, DispatchMode) (at C:\buildslave\unity\build\Modules\UIElements\Panel.cs:189)
    231. UnityEngine.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel) (at C:\buildslave\unity\build\Modules\UIElements\UIElementsUtility.cs:255)
    232. UnityEngine.UIElements.UIElementsUtility:ProcessEvent(Int32, IntPtr) (at C:\buildslave\unity\build\Modules\UIElements\UIElementsUtility.cs:78)
    233. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:\buildslave\unity\build\Modules\IMGUI\GUIUtility.cs:179)
    234.  
    235. [C:\buildslave\unity\build\Editor/Src/SceneManager/EditorSceneManager.cpp line 633]
    236. (Filename: Assets/TDTK/Scripts/Editor/W_UnitTowerEditor.cs Line: 125)
    237.  
    238. InvalidOperationException: Preview scene could not be created
    239.   at UnityEditor.PreviewScene..ctor (System.String sceneName) [0x00032] in C:\buildslave\unity\build\Editor\Mono\Inspector\PreviewRenderUtility.cs:24
    240.   at UnityEditor.PreviewRenderUtility..ctor () [0x0000d] in C:\buildslave\unity\build\Editor\Mono\Inspector\PreviewRenderUtility.cs:103
    241.   at UnityEditor.GameObjectInspector+PreviewData..ctor (UnityEngine.Object targetObject) [0x00008] in C:\buildslave\unity\build\Editor\Mono\Inspector\GameObjectInspector.cs:90
    242.   at UnityEditor.GameObjectInspector.GetPreviewData () [0x00020] in C:\buildslave\unity\build\Editor\Mono\Inspector\GameObjectInspector.cs:565
    243.   at UnityEditor.GameObjectInspector.RenderStaticPreview (System.String assetPath, UnityEngine.Object[] subAssets, System.Int32 width, System.Int32 height) [0x0001f] in C:\buildslave\unity\build\Editor\Mono\Inspector\GameObjectInspector.cs:789
    244.   at UnityEditor.AssetPreviewUpdater.CreatePreviewForAsset (UnityEngine.Object obj, UnityEngine.Object[] subAssets, System.String assetPath) [0x00090] in C:\buildslave\unity\build\Editor\Mono\AssetPreviewUpdater.cs:33
    245. UnityEditor.PrefabUtility:SavePrefabAsset_Internal(GameObject, Boolean&)
    246. UnityEditor.PrefabUtility:SavePrefabAsset(GameObject, Boolean&) (at C:\buildslave\unity\build\Editor\Mono\Prefabs\PrefabUtility.cs:1205)
    247. UnityEditor.PrefabUtility:SavePrefabAsset(GameObject) (at C:\buildslave\unity\build\Editor\Mono\Prefabs\PrefabUtility.cs:1182)
    248. TDTK.UnitTowerEditorWindow:OnGUI() (at Assets\TDTK\Scripts\Editor\W_UnitTowerEditor.cs:125)
    249. System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
    250. System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
    251. System.Reflection.MethodBase:Invoke(Object, Object[])
    252. UnityEditor.HostView:Invoke(String, Object) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:340)
    253. UnityEditor.HostView:Invoke(String) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:334)
    254. UnityEditor.HostView:InvokeOnGUI(Rect, Rect) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:302)
    255. UnityEditor.DockArea:DrawView(Rect, Rect, Boolean, Boolean) (at C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:373)
    256. UnityEditor.DockArea:OldOnGUI() (at C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:340)
    257. UnityEngine.UIElements.IMGUIContainer:DoOnGUI(Event, Matrix4x4, Rect, Boolean, Rect) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:278)
    258. UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:481)
    259. UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:464)
    260. UnityEngine.UIElements.IMGUIContainer:HandleEvent(EventBase) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:444)
    261. UnityEngine.UIElements.MouseCaptureDispatchingStrategy:DispatchEvent(EventBase, IPanel) (at C:\buildslave\unity\build\Modules\UIElements\Events\MouseCaptureDispatchingStrategy.cs:93)
    262. UnityEngine.UIElements.EventDispatcher:ProcessEvent(EventBase, IPanel) (at C:\buildslave\unity\build\Modules\UIElements\EventDispatcher.cs:280)
    263. UnityEngine.UIElements.EventDispatcher:Dispatch(EventBase, IPanel, DispatchMode) (at C:\buildslave\unity\build\Modules\UIElements\EventDispatcher.cs:156)
    264. UnityEngine.UIElements.BaseVisualElementPanel:SendEvent(EventBase, DispatchMode) (at C:\buildslave\unity\build\Modules\UIElements\Panel.cs:189)
    265. UnityEngine.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel) (at C:\buildslave\unity\build\Modules\UIElements\UIElementsUtility.cs:255)
    266. UnityEngine.UIElements.UIElementsUtility:ProcessEvent(Int32, IntPtr) (at C:\buildslave\unity\build\Modules\UIElements\UIElementsUtility.cs:78)
    267. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:\buildslave\unity\build\Modules\IMGUI\GUIUtility.cs:179)
    268. (Filename: Assets/TDTK/Scripts/Editor/W_UnitTowerEditor.cs Line: 125)
    269.  
    270. done. [Time: 29.565654 ms]
    271. Refreshing native plugins compatible for Editor in 0.46 ms, found 0 plugins.
    272. Preloading 0 native plugins for Editor in 0.00 ms.
    273.  
    274. Hashing assets (1 files)... 0.001 seconds
    275.   file read: 0.000 seconds (0.017 MB)
    276.   wait for write: 0.000 seconds (I/O thread blocked by consumer, aka CPU bound)
    277.   wait for read: 0.000 seconds (CPUT thread waiting for I/O thread, aka disk bound)
    278.   hash: 0.000 seconds
    279. Updating Assets/_InfiniTD/Prefabs/Turrets/Level 3/Disruptor 3.prefab - GUID: 1abe05aa7f4ee974abcf84b4c9e89f37...
    280. Attempting to open > 63 preview scenes, this is not supported, ensure you dispose of preview scenes properly
    281. UnityEditor.PrefabUtility:SavePrefabAsset_Internal(GameObject, Boolean&)
    282. UnityEditor.PrefabUtility:SavePrefabAsset(GameObject, Boolean&) (at C:\buildslave\unity\build\Editor\Mono\Prefabs\PrefabUtility.cs:1205)
    283. UnityEditor.PrefabUtility:SavePrefabAsset(GameObject) (at C:\buildslave\unity\build\Editor\Mono\Prefabs\PrefabUtility.cs:1182)
    284. TDTK.UnitTowerEditorWindow:OnGUI() (at Assets\TDTK\Scripts\Editor\W_UnitTowerEditor.cs:125)
    285. System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
    286. System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
    287. System.Reflection.MethodBase:Invoke(Object, Object[])
    288. UnityEditor.HostView:Invoke(String, Object) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:340)
    289. UnityEditor.HostView:Invoke(String) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:334)
    290. UnityEditor.HostView:InvokeOnGUI(Rect, Rect) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:302)
    291. UnityEditor.DockArea:DrawView(Rect, Rect, Boolean, Boolean) (at C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:373)
    292. UnityEditor.DockArea:OldOnGUI() (at C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:340)
    293. UnityEngine.UIElements.IMGUIContainer:DoOnGUI(Event, Matrix4x4, Rect, Boolean, Rect) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:278)
    294. UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:481)
    295. UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:464)
    296. UnityEngine.UIElements.IMGUIContainer:HandleEvent(EventBase) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:444)
    297. UnityEngine.UIElements.MouseCaptureDispatchingStrategy:DispatchEvent(EventBase, IPanel) (at C:\buildslave\unity\build\Modules\UIElements\Events\MouseCaptureDispatchingStrategy.cs:93)
    298. UnityEngine.UIElements.EventDispatcher:ProcessEvent(EventBase, IPanel) (at C:\buildslave\unity\build\Modules\UIElements\EventDispatcher.cs:280)
    299. UnityEngine.UIElements.EventDispatcher:Dispatch(EventBase, IPanel, DispatchMode) (at C:\buildslave\unity\build\Modules\UIElements\EventDispatcher.cs:156)
    300. UnityEngine.UIElements.BaseVisualElementPanel:SendEvent(EventBase, DispatchMode) (at C:\buildslave\unity\build\Modules\UIElements\Panel.cs:189)
    301. UnityEngine.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel) (at C:\buildslave\unity\build\Modules\UIElements\UIElementsUtility.cs:255)
    302. UnityEngine.UIElements.UIElementsUtility:ProcessEvent(Int32, IntPtr) (at C:\buildslave\unity\build\Modules\UIElements\UIElementsUtility.cs:78)
    303. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:\buildslave\unity\build\Modules\IMGUI\GUIUtility.cs:179)
    304.  
    305. [C:\buildslave\unity\build\Editor/Src/SceneManager/EditorSceneManager.cpp line 633]
    306. (Filename: Assets/TDTK/Scripts/Editor/W_UnitTowerEditor.cs Line: 125)
    307.  
    308. Crash!!!
    309. SymInit: Symbol-SearchPath: 'C:/Program Files/Unity/Hub/Editor/2019.1.11f1/Editor/Data/Mono;.;C:\Users\Jon\Desktop\InfiniTD;C:\Program Files\Unity\Hub\Editor\2019.1.11f1\Editor;C:\Windows;C:\Windows\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 534, UserName: 'Jon'
    310. OS-Version: 10.0.0
    311. C:\Program Files\Unity\Hub\Editor\2019.1.11f1\Editor\Unity.exe:Unity.exe (00007FF666F20000), size: 123928576 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 2019.1.11.29
    312. C:\Windows\SYSTEM32\ntdll.dll:ntdll.dll (00007FFC87FF0000), size: 1970176 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.799
    313. C:\Windows\System32\KERNEL32.DLL:KERNEL32.DLL (00007FFC867A0000), size: 724992 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.753
    314. C:\Windows\System32\KERNELBASE.dll:KERNELBASE.dll (00007FFC84680000), size: 2568192 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.885
    315. C:\Windows\System32\CRYPT32.dll:CRYPT32.dll (00007FFC843C0000), size: 1974272 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.1
    316. C:\Windows\System32\ucrtbase.dll:ucrtbase.dll (00007FFC84BD0000), size: 1015808 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.677
    317. C:\Windows\System32\MSASN1.dll:MSASN1.dll (00007FFC84380000), size: 73728 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.1
    318. C:\Windows\System32\USER32.dll:USER32.dll (00007FFC86010000), size: 1638400 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.376
    319. C:\Windows\System32\win32u.dll:win32u.dll (00007FFC84900000), size: 131072 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.1
    320. C:\Windows\System32\GDI32.dll:GDI32.dll (00007FFC86920000), size: 163840 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.285
    321. C:\Windows\System32\gdi32full.dll:gdi32full.dll (00007FFC84920000), size: 1642496 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.950
    322. C:\Windows\System32\msvcp_win.dll:msvcp_win.dll (00007FFC853E0000), size: 651264 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.619
    323. C:\Program Files\Unity\Hub\Editor\2019.1.11f1\Editor\SketchUpAPI.dll:SketchUpAPI.dll (00007FFC3D430000), size: 8822784 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 18.0.18664.0
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    352. C:\Program Files\Unity\Hub\Editor\2019.1.11f1\Editor\WinPixEventRuntime.dll:WinPixEventRuntime.dll (00007FFC75540000), size: 45056 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 1.0.1812.6001
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    390. C:\Program Files\Unity\Hub\Editor\2019.1.11f1\Editor\FreeImage.dll:FreeImage.dll (000001B7C8DD0000), size: 6164480 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 3.11.0.0
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    410. C:\Windows\system32\explorerframe.dll:explorerframe.dll (00007FFC64FD0000), size: 4808704 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.950
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    412. C:\Windows\System32\DEVOBJ.dll:DEVOBJ.dll (00007FFC84110000), size: 159744 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.1
    413. C:\Windows\SYSTEM32\AUDIOSES.DLL:AUDIOSES.DLL (00007FFC66020000), size: 1228800 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.829
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    416. C:\Windows\SYSTEM32\d3d11.dll:d3d11.dll (00007FFC81570000), size: 3190784 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.441
    417. C:\Windows\SYSTEM32\dxgi.dll:dxgi.dll (00007FFC83090000), size: 765952 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.112
    418. C:\Windows\System32\DriverStore\FileRepository\igdlh64.inf_amd64_aebc5a8535dd3184\igd10iumd64.dll:igd10iumd64.dll (00007FFC7DF20000), size: 21037056 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 24.20.100.6170
    419. C:\Windows\SYSTEM32\ncrypt.dll:ncrypt.dll (00007FFC83DD0000), size: 155648 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.1
    420. C:\Windows\SYSTEM32\NTASN1.dll:NTASN1.dll (00007FFC83D90000), size: 221184 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.1
    421. C:\Windows\System32\DriverStore\FileRepository\igdlh64.inf_amd64_aebc5a8535dd3184\igc64.dll:igc64.dll (00007FFC7AF80000), size: 31887360 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 24.20.100.6170
    422. C:\Program Files\Unity\Hub\Editor\2019.1.11f1\Editor\tbbmalloc.dll:tbbmalloc.dll (00007FFC57AE0000), size: 372736 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 2017.0.2016.1004
    423. C:\Windows\SYSTEM32\opencl.dll:opencl.dll (00007FFC5F330000), size: 147456 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 2.1.1.0
    424. C:\Program Files\Unity\Hub\Editor\2019.1.11f1\Editor\radeonrays.dll:radeonrays.dll (00007FFC56700000), size: 552960 (result: 0), SymType: '-deferred-', PDB: ''
    425. C:\Program Files\Unity\Hub\Editor\2019.1.11f1\Editor\Data\MonoBleedingEdge\EmbedRuntime\mono-2.0-bdwgc.dll:mono-2.0-bdwgc.dll (00007FFC35CC0000), size: 7761920 (result: 0), SymType: '-deferred-', PDB: ''
    426. C:\ProgramData\Microsoft\VisualStudio\Setup\x64\Microsoft.VisualStudio.Setup.Configuration.Native.dll:Microsoft.VisualStudio.Setup.Configuration.Native.dll (00007FFC56240000), size: 413696 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 1.17.1176.60362
    427. C:\Windows\System32\WINTRUST.dll:WINTRUST.dll (00007FFC84B70000), size: 356352 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.556
    428. C:\Windows\system32\dataexchange.dll:dataexchange.dll (00007FFC71AA0000), size: 360448 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.1
    429. C:\Windows\system32\dcomp.dll:dcomp.dll (00007FFC81E70000), size: 1687552 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.915
    430. C:\Windows\system32\twinapi.appcore.dll:twinapi.appcore.dll (00007FFC82B90000), size: 1802240 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.137
    431. C:\Windows\system32\RMCLIENT.dll:RMCLIENT.dll (00007FFC82B30000), size: 135168 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.950
    432. C:\Windows\SYSTEM32\xinput1_3.dll:xinput1_3.dll (0000000000400000), size: 122880 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 9.18.944.0
    433. C:\Windows\SYSTEM32\CoreMessaging.dll:CoreMessaging.dll (00007FFC82010000), size: 892928 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.471
    434. C:\Windows\system32\NLAapi.dll:NLAapi.dll (00007FFC80C30000), size: 102400 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.1
    435. C:\Windows\SYSTEM32\TextInputFramework.dll:TextInputFramework.dll (00007FFC7DD90000), size: 614400 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.858
    436. C:\Windows\SYSTEM32\CoreUIComponents.dll:CoreUIComponents.dll (00007FFC7FA90000), size: 3268608 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.376
    437. C:\Windows\SYSTEM32\edputil.dll:edputil.dll (00007FFC6EA00000), size: 278528 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.1
    438. C:\Windows\System32\OneCoreUAPCommonProxyStub.dll:OneCoreUAPCommonProxyStub.dll (00007FFC7D500000), size: 6926336 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.1
    439. C:\Windows\System32\Windows.StateRepositoryPS.dll:Windows.StateRepositoryPS.dll (00007FFC6EEC0000), size: 1249280 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.1
    440. C:\Windows\SYSTEM32\CLDAPI.dll:CLDAPI.dll (00007FFC71EE0000), size: 118784 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.1
    441. C:\Windows\system32\mssprxy.dll:mssprxy.dll (00007FFC756E0000), size: 163840 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 7.0.17134.915
    442. C:\Windows\System32\coml2.dll:coml2.dll (00007FFC859A0000), size: 475136 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.407
    443. C:\Windows\SYSTEM32\LINKINFO.dll:LINKINFO.dll (00007FFC79930000), size: 53248 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.1
    444. C:\Windows\SYSTEM32\ntshrui.dll:ntshrui.dll (00007FFC6E3A0000), size: 892928 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.1
    445. C:\Windows\SYSTEM32\srvcli.dll:srvcli.dll (00007FFC60E40000), size: 155648 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.1
    446. C:\Windows\SYSTEM32\cscapi.dll:cscapi.dll (00007FFC60E20000), size: 73728 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.1
    447. C:\Windows\SYSTEM32\apphelp.dll:apphelp.dll (00007FFC82710000), size: 569344 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.1
    448. C:\Windows\SYSTEM32\netutils.dll:netutils.dll (00007FFC83970000), size: 57344 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.1
    449. C:\Windows\system32\Windows.Storage.Search.dll:Windows.Storage.Search.dll (00007FFC7D010000), size: 774144 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.1
    450. C:\Windows\System32\StructuredQuery.dll:StructuredQuery.dll (00007FFC77450000), size: 700416 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 7.0.17134.228
    451. C:\Windows\SYSTEM32\sxs.dll:sxs.dll (00007FFC84160000), size: 630784 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.17134.1
    452.  
    453. ========== OUTPUTTING STACK TRACE ==================
    454.  
    455. 0x00007FF669527E59 (Unity) RuntimeSceneManager::EndIntegrateMainThread
    456. 0x00007FF667DBF7DF (Unity) PrefabImporter::GenerateAssetData
    457. 0x00007FF6685659BF (Unity) AssetDatabaseV1::ImportAsset
    458. 0x00007FF668579524 (Unity) AssetDatabaseV1::UpdateAsset
    459. 0x00007FF6685900EB (Unity) AssetInterface::ProcessAssetsImplementation
    460. 0x00007FF66859AEA4 (Unity) AssetInterface::StopAssetEditing
    461. 0x00007FF66858CCCD (Unity) AssetInterface::ImportAtPath
    462. 0x00007FF66851EAE3 (Unity) AssetDatabase::ImportAtPath
    463. 0x00007FF667C1F86D (Unity) SavePrefab_Internal
    464. 0x00007FF667C1D8A4 (Unity) SavePrefabAsset
    465. 0x00007FF667EA7983 (Unity) PrefabUtilityBindings::SavePrefabAsset_Internal
    466. 0x00007FF6689C8A31 (Unity) PrefabUtility_CUSTOM_SavePrefabAsset_Internal
    467. 0x000001B78A9BFE87 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.PrefabUtility:SavePrefabAsset_Internal (UnityEngine.GameObject,bool&)
    468. 0x000001B78A9BF653 (Mono JIT Code) [C:\buildslave\unity\build\Editor\Mono\Prefabs\PrefabUtility.cs:1205] UnityEditor.PrefabUtility:SavePrefabAsset (UnityEngine.GameObject,bool&)
    469. 0x000001B78A9CFEDB (Mono JIT Code) [C:\buildslave\unity\build\Editor\Mono\Prefabs\PrefabUtility.cs:1182] UnityEditor.PrefabUtility:SavePrefabAsset (UnityEngine.GameObject)
    470. 0x000001B78A9AC2A3 (Mono JIT Code) [C:\Users\Jon\Desktop\InfiniTD\Assets\TDTK\Scripts\Editor\W_UnitTowerEditor.cs:125] TDTK.UnitTowerEditorWindow:OnGUI ()
    471. 0x000001B78A990990 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
    472. 0x00007FFC35DEB6B0 (mono-2.0-bdwgc) [c:\users\bokken\builds\vm\mono\mono\mini\mini-runtime.c:2809] mono_jit_runtime_invoke
    473. 0x00007FFC35D71D12 (mono-2.0-bdwgc) [c:\users\bokken\builds\vm\mono\mono\metadata\object.c:2919] do_runtime_invoke
    474. 0x00007FFC35D7AEE2 (mono-2.0-bdwgc) [c:\users\bokken\builds\vm\mono\mono\metadata\object.c:3071] mono_runtime_invoke_checked
    475. 0x00007FFC35D7B679 (mono-2.0-bdwgc) [c:\users\bokken\builds\vm\mono\mono\metadata\object.c:5262] mono_runtime_try_invoke_array
    476. 0x00007FFC35D7AE76 (mono-2.0-bdwgc) [c:\users\bokken\builds\vm\mono\mono\metadata\object.c:5140] mono_runtime_invoke_array_checked
    477. 0x00007FFC35D1FED4 (mono-2.0-bdwgc) [c:\users\bokken\builds\vm\mono\mono\metadata\icall.c:3358] ves_icall_InternalInvoke
    478. 0x000001B781A0D2A6 (Mono JIT Code) (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&)
    479. 0x000001B781A0BCAB (Mono JIT Code) System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
    480. 0x000001B78306183F (Mono JIT Code) System.Reflection.MethodBase:Invoke (object,object[])
    481. 0x000001B7855625C3 (Mono JIT Code) [C:\buildslave\unity\build\Editor\Mono\HostView.cs:340] UnityEditor.HostView:Invoke (string,object)
    482. 0x000001B785562413 (Mono JIT Code) [C:\buildslave\unity\build\Editor\Mono\HostView.cs:335] UnityEditor.HostView:Invoke (string)
    483. 0x000001B78A09D253 (Mono JIT Code) [C:\buildslave\unity\build\Editor\Mono\HostView.cs:303] UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect,UnityEngine.Rect)
    484. 0x000001B78A6F543B (Mono JIT Code) [C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:374] UnityEditor.DockArea:DrawView (UnityEngine.Rect,UnityEngine.Rect,bool,bool)
    485. 0x000001B78A6E1C33 (Mono JIT Code) [C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:346] UnityEditor.DockArea:OldOnGUI ()
    486. 0x000001B78A04A451 (Mono JIT Code) [C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:278] UnityEngine.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect)
    487. 0x000001B78A04844B (Mono JIT Code) [C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:483] UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect)
    488. 0x000001B78A042493 (Mono JIT Code) [C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:464] UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event)
    489. 0x000001B78553E803 (Mono JIT Code) [C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:444] UnityEngine.UIElements.IMGUIContainer:HandleEvent (UnityEngine.UIElements.EventBase)
    490. 0x000001B78A0412D0 (Mono JIT Code) [C:\buildslave\unity\build\Modules\UIElements\Events\MouseCaptureDispatchingStrategy.cs:98] UnityEngine.UIElements.MouseCaptureDispatchingStrategy:DispatchEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
    491. 0x000001B7844032DF (Mono JIT Code) [C:\buildslave\unity\build\Modules\UIElements\EventDispatcher.cs:282] UnityEngine.UIElements.EventDispatcher:ProcessEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel)
    492. 0x000001B7843FD373 (Mono JIT Code) [C:\buildslave\unity\build\Modules\UIElements\EventDispatcher.cs:157] UnityEngine.UIElements.EventDispatcher:Dispatch (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.IPanel,UnityEngine.UIElements.DispatchMode)
    493. 0x000001B7843FCF93 (Mono JIT Code) [C:\buildslave\unity\build\Modules\UIElements\Panel.cs:190] UnityEngine.UIElements.BaseVisualElementPanel:SendEvent (UnityEngine.UIElements.EventBase,UnityEngine.UIElements.DispatchMode)
    494. 0x000001B789CCCD1B (Mono JIT Code) [C:\buildslave\unity\build\Modules\UIElements\UIElementsUtility.cs:258] UnityEngine.UIElements.UIElementsUtility:DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
    495. 0x000001B789CCC44B (Mono JIT Code) [C:\buildslave\unity\build\Modules\UIElements\UIElementsUtility.cs:78] UnityEngine.UIElements.UIElementsUtility:ProcessEvent (int,intptr)
    496. 0x000001B789CCBDAE (Mono JIT Code) [C:\buildslave\unity\build\Modules\IMGUI\GUIUtility.cs:179] UnityEngine.GUIUtility:ProcessEvent (int,intptr)
    497. 0x000001B789CCBFD3 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_bool_int_intptr (object,intptr,intptr,intptr)
    498. 0x00007FFC35DEB6B0 (mono-2.0-bdwgc) [c:\users\bokken\builds\vm\mono\mono\mini\mini-runtime.c:2809] mono_jit_runtime_invoke
    499. 0x00007FFC35D71D12 (mono-2.0-bdwgc) [c:\users\bokken\builds\vm\mono\mono\metadata\object.c:2919] do_runtime_invoke
    500. 0x00007FFC35D7AD0F (mono-2.0-bdwgc) [c:\users\bokken\builds\vm\mono\mono\metadata\object.c:2966] mono_runtime_invoke
    501. 0x00007FF6699BA0B6 (Unity) scripting_method_invoke
    502. 0x00007FF6699B43A5 (Unity) ScriptingInvocation::Invoke
    503. 0x00007FF6699AF61A (Unity) ScriptingInvocation::Invoke<bool>
    504. 0x00007FF667112A69 (Unity) Scripting::UnityEngine::GUIUtilityProxy::ProcessEvent
    505. 0x00007FF66802631C (Unity) GUIView::ProcessRetainedMode
    506. 0x00007FF66849561D (Unity) GUIView::OnInputEvent
    507. 0x00007FF66802622C (Unity) GUIView::ProcessInputEvent
    508. 0x00007FF668497105 (Unity) GUIView::ProcessEventMessages
    509. 0x00007FF6684906F4 (Unity) GUIView::GUIViewWndProc
    510. 0x00007FFC86026D41 (USER32) CallWindowProcW
    511. 0x00007FFC86026713 (USER32) DispatchMessageW
    512. 0x00007FF668494599 (Unity) MainMessageLoop
    513. 0x00007FF66849DDF7 (Unity) WinMain
    514. 0x00007FF66ADE653E (Unity) __scrt_common_main_seh
    515. 0x00007FFC867B4034 (KERNEL32) BaseThreadInitThunk
    516. 0x00007FFC88063691 (ntdll) RtlUserThreadStart
    517.  
    518. ========== END OF STACKTRACE ===========
    519.  
    520. A crash has been intercepted by the crash handler. For call stack and other details, see the latest crash report generated in:
    521. * C:/Users/Jon/AppData/Local/Temp/Unity/Editor/Crashes
     
    Last edited: Sep 3, 2019
  13. UlfvonEschlauer

    UlfvonEschlauer

    Joined:
    Dec 3, 2014
    Posts:
    24
    I have experienced a couple of crashes as well. They also seemed related to the popup menus for me.
     
  14. songtan

    songtan

    Joined:
    Apr 9, 2011
    Posts:
    2,403
    I've uploaded an update that should fix the crash. Please try it out and let me know.
     
    UlfvonEschlauer likes this.
  15. Jon_Brant

    Jon_Brant

    Joined:
    Mar 22, 2018
    Posts:
    13
    Awesome. Thank you
     
  16. UlfvonEschlauer

    UlfvonEschlauer

    Joined:
    Dec 3, 2014
    Posts:
    24
    Hello!
    I have two questions:
    1. How do I add effects to my towers and creeps? Right now I can only add one animation to them. But what if I want to add several animations or a combination of animations and particle effects (e.g. a particle effect that is triggered by my animated creep/tower shooting)?
    Also would be great to be able to trigger an animation for the turret turning.
    2. I see sound effects for building and other things, but how do I add sound effects for attacks (firing) and just generally the unity moving?
    Thanks again for this great tool kit!
     
    Last edited: Sep 15, 2019
  17. songtan

    songtan

    Joined:
    Apr 9, 2011
    Posts:
    2,403
    1. The code only support one animation so you can't have multiple animation unless you modify it. For effects, I'm not sure if you are aware but you can assign the particle-effects on the shoot-object as shoot/hit effect. You are limited to one by default. However the shoot/hit effects are not limited to particle system. You can spawn an object with a simple script that spawn multiple particle-effects.
    2. Just assign the sound clip on the shoot-object, like the shoot effect.
     
    UlfvonEschlauer likes this.
  18. UlfvonEschlauer

    UlfvonEschlauer

    Joined:
    Dec 3, 2014
    Posts:
    24
    Thanks for the reply as usual.
    For 1), I think I will modify the code to achieve this effect. What Files/code passages would I have to modify to have multiple animations assigned to a single event/trigger?
    For 2) I found the sound effect for the shoot object. Thanks! That works for shooting.
    I would still like a sound effect for the unit(creep) moving. (e.g. an engine sound).
    If I would have to modify the code to add that sound effect, what files/code passages would be good for that?
    Thanks!
     
  19. songtan

    songtan

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    1. The code you are looking for is in Unit.cs. Starting line779 onwards. Obviously the first step would be to allow assignment of multiple animation clip for each event. Then it's a matter of select a random one and override the controller with the selected clip before trigger the event. (In case it isn't clear, current code override the controller during initiation)

    2. Since a moving sound effect is something that kept played over and over again, the simplest way would be to just add the sound clip to creep prefab and check the loop button. However that won't grant you any control over it in case you want to stop playing for whatever reason. To do that, I would recommend you to add the audioSource reference to UnitCreep.cs. That way you can stop the sound using the script.

    Hope this help.
     
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  20. UlfvonEschlauer

    UlfvonEschlauer

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    Thanks once again!
    As for 2) The audio loop would have to stop once the creep stops for an attack, or does something else (like dying). That is why I would like to have control over that audio and when it is played.
     
  21. UlfvonEschlauer

    UlfvonEschlauer

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    First, let me thank you once again for the great support. Thanks to your previous help, I have been able to add some cool functionality to the toolkit (e.g. playing animations when the turret rotates, multiple animators per unit and sounds for creeps moving).
    I have another question: It seems that the toolkit does not like colliders near the platform, even if those do not actually intersect the platform. E.g. I have an environment that I want to have collisions with (for various effects) and when I add collision to it, it is not possible to build units on the platform anymore and creeps will not go there. Not sure what is causing this.
     
  22. songtan

    songtan

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    The system will actively disable any build-point that has any collider in range. The purpose of this is for you to manually disable certain build-point on a platform. However, the system will ignore any collision with object of that layer-31 (It's recognised as the terrain layer as in TDTK.cs).

    So changing the layer of your environment collider o layer-31 should fix the problem.
     
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  23. UlfvonEschlauer

    UlfvonEschlauer

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    Cool! That fixed it! Thanks once again!
     
  24. alexsander890

    alexsander890

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    Hi .. Need help. You have zoom in to touch the opposite.
    What needs to be changed?

    Sorry for my English.
     
  25. alexsander890

    alexsander890

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    Picture
     

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  26. songtan

    songtan

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    Try change the 'Zoom Speed' on CameraControl to negative value.
     
  27. MotorworldHype

    MotorworldHype

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    DISCLAIMER: I am a beginner in Unity and I am not a coder. Please keep that in mind as you read on.

    I am having an issue and I cannot figure out if it is TDTK, Unity, or another asset pack I am using. I am using TDTK to build a mobile game (currently working on the android version).

    I built a level with TDTK with a Military theme so I have imported assets from the Military Base Asset Pack from VOS 3D. It is not a whole lot. A few buildings, towers, some fencing, and other small assets.

    When I test the game in Unity all the assets I added show up fine. However, if I build the game out to an .apk and install it on my device (Samsung Galaxy S10), only some of the objects actually show up when I run the game.

    The other objects are gone and only their shadows are rendered.

    I have all the assets set to the "terrain" layer within the game. I have tried tweaking many different settings but none of them seem to work, except using the "Vulkan" graphic API. However when I do that and upload my game to Google Play it shows up as being compatible with "0 devices".

    As you can imagine this is pretty frustrating. If anyone here has any suggestions as to what could be causing this issue it would be helpful.
     
  28. songtan

    songtan

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    I have to say I haven't experience anything like this before. But then I don't have a great deal of experience on graphic setting, especially on mobile or android device.

    This might help you determine what is wrong. Create a two separate empty projects, import TDTK on one, Military Base Asset Pack on the other. Create a simple scene on both project and build an .apk for those scene. Then see if both of them render correctly on device. This way you can at least determine if one of them is not working correctly. This is of course assume you are not using any other 3rd party package.
     
  29. MotorworldHype

    MotorworldHype

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    I have not tried your suggestion yet but there is a new development.

    Most of the 3D assets in the Military Base Asset Pack use the "Autodesk Interactive" shader.

    I tried switching the shader to the custom one in the TDTK (BlendColorsOverlayTexture) and that actually allowed the 3D assets to show up. However they were obviously colored incorrectly because the assets were designed to use with a different shader.

    Again, I am very new to Unity so I have no idea what this means in regards to the root of the problem but since it actually made a difference I thought it would be worth mentioning.
     
  30. songtan

    songtan

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    That right there is the problem then, somehow the shader is not supported on Andriod (or specifically to your device). You will have to swap out the shader. You can try if there are any default shader that can do the trick for you, or you can contact the developer of the Military Pack to see if he can provide you an alternative.
     
  31. alexsander890

    alexsander890

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    Thank you. It helped.
     
  32. LoveTheVape

    LoveTheVape

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    I've updated to the new 4.0 and it's working great so far! I'm trying to get everything in 4.0 working in world space. I've made all of the canvases world space and am able to interact with them just fine. But I'm not sure how to raycast from worldspace to a build point to place my tower. Great job on 4.0! Any assistance would be appreciated.
     
  33. songtan

    songtan

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    For determining build point from a cursor has nothing to do with the UI being in world space or screen space, you always cast from screen space (based on the camera). In fact, I have separate that from the UI (see TowerManager.GetSelectInfo()) so I don't understand why you would need this.

    At any rate, a standard raycast based on screen point would do the trick, you can just google the scripting documentation to get the example code. If you need more than that, perhaps you should explain what exactly you are trying to do.
     
  34. LoveTheVape

    LoveTheVape

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    .GetSelectInfo Found it, thanks so much!
     
  35. LoveTheVape

    LoveTheVape

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    My goal is 100% interactivity with TDTK using Oculus Touch controllers. The Touch controllers are basically 3d objects translating and rotating in xyz. I'm trying to raycast from the Touch controller to the build platform so that everything functions as if I was using the mouse, the indicator lights up, a tower can be built, etc...
     
  36. songtan

    songtan

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    In that case you will have to modify TowerManager.GetSelectInfo(). The function work with screen cursor only (mouse or touch). It shouldn't be too difficult though. A quick look at the Unity raycasting scripting documentation should tell you everything you need to know.
     
    LoveTheVape likes this.
  37. LoveTheVape

    LoveTheVape

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    I was able to get the raycasting working from the Camera that I attached to the Oculus Touch Controller, but I'm not sure how to reference Camera 'TouchCam' in the TowerManager.cs script so the indicators and such will work.

    Here's the Raycasting script:

    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3.  
    4. using TDTK;
    5.  
    6. public class Raycasting : MonoBehaviour
    7. {
    8.     public Camera TouchCam;
    9.     private Vector3 originalScale;
    10.  
    11.     // Use this for initialization
    12.     void Start()
    13.     {
    14.         originalScale = transform.localScale;
    15.     }
    16.  
    17.     // Update is called once per frame
    18.     void Update()
    19.     {
    20.         TowerManager.GetSelectInfo(new Vector2(Screen.width / 2, Screen.height / 2));
    21.         //Debug.Log("Center");
    22.         RaycastHit hit;
    23.         float distance;
    24.         if (Physics.Raycast(new Ray(TouchCam.transform.position,
    25.                                       TouchCam.transform.rotation * Vector3.forward),
    26.                              out hit))
    27.         {
    28.             distance = hit.distance;
    29.         //Debug.Log(hit.collider.gameObject.name);
    30.         }
    31.         else
    32.         {
    33.             distance = TouchCam.farClipPlane * 0.95f;
    34.         }
    35.         transform.position = TouchCam.transform.position +
    36.             TouchCam.transform.rotation * Vector3.forward * distance;
    37.         transform.LookAt(TouchCam.transform.position);
    38.         transform.Rotate(0.0f, 180.0f, 0.0f);
    39.         if (distance < 10.0f)
    40.         {
    41.             distance *= 1 + 5 * Mathf.Exp(-distance);
    42.         }
    43.         transform.localScale = originalScale * distance;
    44.     }
    45. }
    And here's an image of the TowerManager.cs script that I believe needs modified in order to work with the TouchCam:



    Please let me know if you can assist.

    Thank you.
     
  38. songtan

    songtan

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    I think you have misunderstand how the indicator works. GetSelectInfo is to determine if the cursor land on any build point and if true, return the information about the built point. It doesn't have any visual component. That's in SelectControl.SelectNode(). So you don't really need your own script (the one that you have just shown). What you need is to change the line315 in TowerManager to use the ray based on your touch cam so that it works with the controller. Like this:

    Ray ray=new Ray(TouchCam.transform.position, TouchCam.transform.rotation * Vector3.forward);

    Then it's a matter of calling SelectControl.SelectNode() and pass the information you get from TowerManager.GetSelectInfo() to get the indicator to show up correctly. Example of this can be seen in UIControl.OnCursorDown().
     
  39. LoveTheVape

    LoveTheVape

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    Thank you. I've tried something similar by just changing line 315, but for some reason it never works even though I have a public Camera TouchCam; So basically, I need to figure out how to get the TouchCam public Camera to work with line 315.
     
  40. songtan

    songtan

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    Can you describe in what way it doesn't work?
     
  41. a33366

    a33366

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    HI Select the path after the loop Follow the black path instead of the red path return
    My English is poor. I'm sorry
     

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  42. LoveTheVape

    LoveTheVape

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    Screenshot (2).png
    Screenshot (1).PNG
     
  43. songtan

    songtan

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    @a33366, I believe it might have been a bug that causes this. I'll get that fixed in the next update. Please send me an email if you want the fix in advance.

    @LoveTheVape, Try add 'instance.' before each TouchCam.
     
  44. LoveTheVape

    LoveTheVape

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    That worked. Thanks
     
  45. LoveTheVape

    LoveTheVape

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    Would it be possible to use your TDS-TK with your TDTK?

    I would like to build the tower defense with the ability to use a leveling main character.

    One way I see these working together is:
    If the main character is within range of path creep, as in TDTK, then a new path is set from the creep to the main character (along with creep animation change, sound, etc...) If main character out of range, then creep path defaults back to original set destination point.

    Basically I want to create a Tower Defense Shooter. Do you think it would be best to create new integrations into the TDTK or to use the two assets together?
    Thanks
     
  46. LoveTheVape

    LoveTheVape

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    Also, what would I modify to change the current creep health bar location? I'm seeking to locate the health bar above the creeps. In VR, they're floating all over the place, lol. I'm just trying to gather the locations of all the things that need modified so I can document them in the game design doc. That way, whoever goes to code it will have quicker access. Thanks again.
     
  47. songtan

    songtan

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    Unfortunately no. These two frameworks use two entirely different set of code behind the scene. Having the player unit from TDS-TK to interact and damage the creep in TDTK alone would require considerable amount of modification. Having the creep from TDTK to chase down player unit (and resume when out of range) would be a even bigger task. This would require the changing of the entire underlaying path-finding system used in TDTK. I think it would be easier if you just take TDTK and extend it by adding an active player unit and goes from there.

    You will find the code for creep health overlay is in UIOverlayHP.cs. I guess for VR, you will probably need to change the UI to world space for this one.
     
  48. LoveTheVape

    LoveTheVape

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    Ok, thank you for informing me. Yes, I have changed all UI to world space. I'll note the .cs Thank you much.
     
  49. LoveTheVape

    LoveTheVape

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    Not sure if this has been asked, so many pages... Would it be difficult to attach the creep destination to a moving object? If not, then could you point me in the direction? Thanks.
     
  50. songtan

    songtan

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    I should point out that the creep only update their next destination once when they reach a waypoint. You need to change that or the creep won't follow the moving destination. A hack to do this would be add

    subPath=path.GetWP(wpIdx, EnableBypass());

    in line-377 of Creep.cs, just before targetPos=subPath[subWpIdx]+pathOffsetV; in Move();. Note that this doesn't work with waypoint on platform.

    Once that is done, you can move the waypoint in however you see fit in runtime and the creep will follow it.