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WaitForCompletion Exception in WebGL for Addressables 1.18.15

Discussion in 'Localization Tools' started by devknit, Aug 6, 2021.

  1. devknit

    devknit

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    When using Addressables 1.18.15, WebGL now raises an exception with WaitForCompletion ().

    Code (CSharp):
    1.  
    2. public void WaitForCompletion()
    3. {
    4.     if (Application.platform != RuntimePlatform.WebGLPlayer)
    5.         while (!InvokeWaitForCompletion()) { }
    6.     else
    7. >       throw new Exception($"WebGL does not support synchronous Addressable loading.  Please do not use WaitForCompletion on the WebGL platform.");
    8. }
    9.  
    Therefore, an exception will occur in Localization.Settings.LocalizedStringDatabase.GetLocalizedString etc.

    Will WebGL not be able to get synchronization as a future policy?
     
  2. karl_jones

    karl_jones

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    Yes unfortunately this is a limitation of WebGL.
    https://docs.unity3d.com/Packages/com.unity.addressables@1.18/manual/SynchronousAddressables.html

    Fortunately we do still have the preloading feature to fallback on. If you enable preloading on your tables then just wait on the localization settings Initialization operation you should then find that all the async operations finish immediately, essentially giving you synchronous support.

    You will need to disable the wait for completion flag on the LocalizedStrings. We have disabled it by default in the next release

    Take a look at the package samples to see how to wait for Initialization.
     
    Last edited: Aug 6, 2021
  3. wicea

    wicea

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    @karl_jones I have similar question not about Localization.

    I need to load resources synchronously from Addressables in a WebGL build.
    If I understand correctly, then I first need to initialize Addressables with Addressables.InitializeAsync() and then I can load assets immediately with Addressables.LoadAssetsAsync()?
     
  4. karl_jones

    karl_jones

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    Im not familiar with InitializAsync but I suspect that it won't give you what you want. There is no synchronous support in WebGl that I am aware of. The best you can do is load the assets upfront in a loading screen using asynchronous loading. Then future calls to load will return synchronously because the asset is already loaded.
     
    Last edited: Oct 19, 2021
    wicea likes this.
  5. invictvs1

    invictvs1

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    @karl_jones sorry for necro'ing this post but we're still having issues. I see "Initialize Synchronously" on the Localization Settings and enabled that. We are initializing like so:

    Code (CSharp):
    1.             await LocalizationSettings.InitializationOperation;
    Should we remove the await? Preloading is enabled on all locales too. We're on 1.3.2. Thanks in advance!
     
  6. karl_jones

    karl_jones

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    Where do you get the error? What's the callstack?
     
  7. invictvs1

    invictvs1

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    I get the error on a WebGL build in the chrome console:

    Code (JavaScript):
    1. Exception: WebGLPlayer does not support synchronous Addressable loading.  Please do not use WaitForCompletion on the WebGLPlayer platform.
    2.   at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].WaitForCompletion () [0x00000] in <00000000000000000000000000000000>:0
    3. --- End of stack trace from previous location where exception was thrown ---
    4.  
    5.  
    6. _JS_Log_Dump @ 6f8c4df0-065b-4560-9d19-ea428bd306e1:3
    7.  
     
  8. karl_jones

    karl_jones

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    Oh there's nothing useful in that, I was hoping it would have the callstack with the location the wait for completion was coming from.
    Initialize synchronously doesn't do anything on webgl, it uses wait for completion which is not supported.
    Are all of your tables marked as preload?
    Do you wait on the initialization operation before you call any localization methods?
     
  9. invictvs1

    invictvs1

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    Yes we only have two locales and both are marked as "Preload Table", and "Preload All Tables" is selected. Initializing localization is the first thing we do before calling anything.
     
  10. invictvs1

    invictvs1

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    Oh actually - I think this is coming from a different place. All of our UI screens are Addressables.
     
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  11. karl_jones

    karl_jones

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    Ah that sounds like it. The error is an addressable error. Are you calling WaitForCompletion anywhere?
     
  12. invictvs1

    invictvs1

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    We are calling the UniTask extension for it:
    Code (CSharp):
    1. await canvasGroup.DOFade(1f, _fadeTime).AsyncWaitForCompletion();
    That's likely it, will see.
     
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  13. karl_jones

    karl_jones

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    I dont think thats it. Thats just got a similiar name but I bellive its a DOTween method and does call await Task.Yield inside. The error is coming from addressables WaitForCompletion which attempts to complete the operation immediately, theres no await part.
     
  14. invictvs1

    invictvs1

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    Hm there are no instances of WaitForCompletion in my project, in the whole solution there is a ton.
     
  15. karl_jones

    karl_jones

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    Something is calling it. Can you run it in the editor and put some breakpoints in it to see if it gets hit. Make sure to change the addressables play mode to Use Existing build.
     
  16. invictvs1

    invictvs1

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    Looks like it calls WaitForCompletion inside LocalizationSettings.StringDatabase.GetTable - is that expected?
     
  17. karl_jones

    karl_jones

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    Yes. You should use GetTableAsync.
     
  18. invictvs1

    invictvs1

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    That fixed it! Thank you!
     
    karl_jones likes this.
  19. AerionXI

    AerionXI

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    Sorry for necroing', i have a similar problem. for some reason even though i'm not using a `WaitForCompletion` function, I'm still getting the error

    Code (CSharp):
    1. Exception: WebGLPlayer does not support synchronous Addressable loading. Please do not use WaitForCompletion on the WebGLPlayer platform.
    with
    Code (CSharp):
    1. public static string GetDeviceLocaleName() { return LocalizationSettings.SelectedLocale.name; }
    when compiling Windows and in the editor it works fine. But when compiling in WebGL and I run the WebGL demo, I get the above error in the error console.
     
  20. karl_jones

    karl_jones

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    SelectedLocale uses WaitForCompletion, try SelectedLocaleAsync.
     
  21. AerionXI

    AerionXI

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    @karl_jones this isn't working

    Code (CSharp):
    1. public static async Task <string> GetDeviceLocaleName() { return LocalizationSettings.SelectedLocaleAsync.name; }
    Code (CSharp):
    1. Error CS1061 'AsyncOperationHandle<Locale>' does not contain a definition for 'name' and no accessible extension method 'name' accepting a first argument of type 'AsyncOperationHandle<Locale>' could be found (are you missing a using directive or an assembly reference?)
     
  22. karl_jones

    karl_jones

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    Yes you need to wait for it to complete and then check the Result property. The locale won't necessarily be ready yet. Ideally use LocalizationSettings.InitializationOperation. Take a look at the samples that come with the package, there is one that shows a loading screen whilst you wait. https://docs.unity3d.com/Packages/com.unity.localization@1.4/manual/Package-Samples.html

    There's also some info on asynchronous operations here https://docs.unity3d.com/Packages/com.unity.localization@1.4/manual/Scripting.html
     
  23. AerionXI

    AerionXI

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    @karl_jones

    ok, here's my function. How do I get this to return the "LocalizationSettings.SelectedLocale.name" string?

    Code (CSharp):
    1. public static IEnumerator GetDeviceLocaleName ( ) {
    2.     var operation = LocalizationSettings.InitializationOperation;
    3.     do {
    4.         // When we first initialize the Selected Locale will not be available however
    5.         // it is the first thing to be initialized and will be available before the InitializationOperation is finished.
    6.         if ( locale == null ) { locale = LocalizationSettings.SelectedLocaleAsync.Result; }
    7.         // progressText.text = $"{locale?.Identifier.CultureInfo.NativeName} {operation.PercentComplete * 100}%";
    8.         yield return null;
    9.     }
    10.     while ( ! operation.IsDone );
    11.     if ( operation.Status == UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationStatus.Failed ) {
    12.         // progressText.text = operation.OperationException.ToString();
    13.         // progressText.color = Color.red;
    14.     }
    15.     else {
    16.         // background.CrossFadeAlpha(0, crossFadeTime, true);
    17.         // progressText.CrossFadeAlpha(0, crossFadeTime, true);
    18.         waitForSecondsRealtime.Reset ( );
    19.         yield return waitForSecondsRealtime;
    20.     }
    21. }
     
  24. karl_jones

    karl_jones

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    Take a look at the locale selection menu sample.
    Just do something simple like this:

    Code (csharp):
    1. public IEnumerator Start( )
    2. {
    3.     yield return LocalizationSettings.InitializationOperation;
    4.     Debug.Log(LocalizationSettings.SelectedLocale);
    5. }
    Once initialization is completed you can use the synchronous version as its already loaded and won't need to use wait for completion.
     
  25. AerionXI

    AerionXI

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    @karl_jones just tried that. still get error,

    Code (CSharp):
    1. Object reference not set to an instance of an object
    with

    Code (CSharp):
    1. public static string GetDeviceLocaleName ( ) { return LocalizationSettings.SelectedLocale.name; }
     
  26. karl_jones

    karl_jones

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    Are there any other error messages?
    Did you wait for initialization before calling the method?
     
  27. AerionXI

    AerionXI

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    @karl_jones for some reason LocalizationSettings.SelectedLocale.name is returning null.
     
  28. karl_jones

    karl_jones

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    That means something went wrong. There should be some other errors. Can you share the log file?
     
  29. AerionXI

    AerionXI

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    Jul 20, 2020
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    @karl_jones
    Code (CSharp):
    1. Asset Pipeline Refresh (id=215324f7439444945af3af4adf1ed6ca): Total: 0.042 seconds - Initiated by RefreshV2(AllowForceSynchronousImport)
    2. Reloading assemblies for play mode.
    3. Registering precompiled user dll's ...
    4. Registered in 0.009094 seconds.
    5. Reloading assemblies after forced synchronous recompile.
    6. Begin MonoManager ReloadAssembly
    7. Symbol file LoadedFromMemory is not a mono symbol file
    8. Symbol file LoadedFromMemory is not a mono symbol file
    9. Symbol file LoadedFromMemory doesn't match image C:\UNITY\CURRENT PROJECTS\\Library\PackageCache\com.unity.visualscripting@1.7.8\Editor\VisualScripting.Core\Dependencies\DotNetZip\Unity.VisualScripting.IonicZip.dll
    10. Symbol file LoadedFromMemory is not a mono symbol file
    11. Symbol file LoadedFromMemory is not a mono symbol file
    12. Symbol file LoadedFromMemory is not a mono symbol file
    13. Symbol file LoadedFromMemory doesn't match image C:\UNITY\CURRENT PROJECTS\\Library\PackageCache\com.unity.visualscripting@1.7.8\Editor\VisualScripting.Core\Dependencies\YamlDotNet\Unity.VisualScripting.YamlDotNet.dll
    14. Symbol file LoadedFromMemory is not a mono symbol file
    15. Native extension for UWP target not found
    16. Native extension for LinuxStandalone target not found
    17. Native extension for WindowsStandalone target not found
    18. Native extension for AppleTV target not found
    19. Native extension for iOS target not found
    20. Native extension for Android target not found
    21. Native extension for OSXStandalone target not found
    22. Native extension for WebGL target not found
    23. Refreshing native plugins compatible for Editor in 12.63 ms, found 6 plugins.
    24. Preloading 0 native plugins for Editor in 0.00 ms.
    25. [MODES] ModeService[none].Initialize
    26. [MODES] ModeService[none].LoadModes
    27. [MODES] Loading mode Default (0) for mode-current-id-Metroid-Dread-Speed-Booster
    28. Mono: successfully reloaded assembly
    29. - Completed reload, in  2.941 seconds
    30. Domain Reload Profiling:
    31.    ReloadAssembly (2942ms)
    32.        BeginReloadAssembly (506ms)
    33.            ExecutionOrderSort (0ms)
    34.            DisableScriptedObjects (43ms)
    35.            BackupInstance (0ms)
    36.            ReleaseScriptingObjects (1ms)
    37.            CreateAndSetChildDomain (315ms)
    38.        EndReloadAssembly (2343ms)
    39.            LoadAssemblies (103ms)
    40.            RebuildTransferFunctionScriptingTraits (0ms)
    41.            SetupTypeCache (339ms)
    42.                TypeCache.Initialize (311ms)
    43.                    TypeCache.ScanAssembly (305ms)
    44.                ResolveRequiredComponents (28ms)
    45.            ReleaseScriptCaches (3ms)
    46.            RebuildScriptCaches (92ms)
    47.            SetupLoadedEditorAssemblies (949ms)
    48.                LogAssemblyErrors (0ms)
    49.                InitializePlatformSupportModulesInManaged (40ms)
    50.                SetLoadedEditorAssemblies (7ms)
    51.                RefreshPlugins (13ms)
    52.                BeforeProcessingInitializeOnLoad (152ms)
    53.                ProcessInitializeOnLoadAttributes (639ms)
    54.                ProcessInitializeOnLoadMethodAttributes (93ms)
    55.                AfterProcessingInitializeOnLoad (6ms)
    56.                EditorAssembliesLoaded (0ms)
    57.            ExecutionOrderSort2 (0ms)
    58.            AwakeInstancesAfterBackupRestoration (539ms)
    59. Platform modules already initialized, skipping
    60. Registering precompiled user dll's ...
    61. Registered in 0.008996 seconds.
    62. Asset Pipeline Refresh (id=ae92b11ff6b94644a94f2d5f00166be8): Total: 3.258 seconds - Initiated by StopAssetImportingV2(ForceSynchronousImport | ForceDomainReload)
    63.     Summary:
    64.         Imports: total=0 (actual=0, local cache=0, cache server=0)
    65.         Asset DB Process Time: managed=0 ms, native=268 ms
    66.         Asset DB Callback time: managed=31 ms, native=0 ms
    67.         Scripting: domain reloads=1, domain reload time=2956 ms, compile time=1 ms, other=0 ms
    68.         Project Asset Count: scripts=9256, non-scripts=4777
    69.         Asset File Changes: new=0, changed=0, moved=0, deleted=0
    70.         Scan Filter Count: 0
    71.     InvokeBeforeRefreshCallbacks: 0.418ms
    72.     ApplyChangesToAssetFolders: 0.062ms
    73.     Scan: 0.001ms
    74.     OnSourceAssetsModified: 0.000ms
    75.     InitializeImportedAssetsSnapshot: 32.946ms
    76.     GetAllGuidsForCategorization: 2.094ms
    77.     CategorizeAssets: 159.411ms
    78.     ImportOutOfDateAssets: 2974.890ms (2966.203ms without children)
    79.         CompileScripts: 1.286ms
    80.         EnsureUptoDateAssetsAreRegisteredWithGuidPM: 4.970ms
    81.         InitializingProgressBar: 0.000ms
    82.         PostProcessAllAssetNotificationsAddChangedAssets: 1.676ms
    83.         OnDemandSchedulerStart: 0.755ms
    84.     ReloadSourceAssets: 5.171ms
    85.     UnloadImportedAssets: 2.764ms
    86.     PostProcessAllAssets: 31.206ms
    87.     GatherAllCurrentPrimaryArtifactRevisions: 0.630ms
    88.     UnloadStreamsBegin: 0.077ms
    89.     LoadedImportedAssetsSnapshotReleaseGCHandles: 3.405ms
    90.     GetLoadedSourceAssetsSnapshot: 14.569ms
    91.     PersistCurrentRevisions: 0.535ms
    92.     UnloadStreamsEnd: 0.079ms
    93.     GenerateScriptTypeHashes: 4.848ms
    94.     Untracked: 61.096ms
    95. The referenced script (QuantumConsoleExtension) on this Behaviour is missing!
    96. Loaded scene 'Temp/__Backupscenes/0.backup'
    97.     Deserialize:            70.385 ms
    98.     Integration:            1113.877 ms
    99.     Integration of assets:  0.196 ms
    100.     Thread Wait Time:       -0.186 ms
    101.     Total Operation Time:   1184.272 ms
    102. Cannot read terrain heightmap LOD because the terrain was not assigned.
    103. UnityEngine.StackTraceUtility:ExtractStackTrace ()
    104. UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    105. UnityEngine.Logger:Log (UnityEngine.LogType,object)
    106. UnityEngine.Debug:Log (object)
    107. InfinitudeIndustries.SaveSettings:LoadGameSettings (string) (at Assets/Scripts/Pause Menu Assets/Scripts/Pausemenu/SaveSettings.cs:153)
    108. InfinitudeIndustries.PauseManager:Start () (at Assets/Scripts/Pause Menu Assets/Scripts/Pausemenu/PauseManager.cs:370)
    109. (Filename: Assets/Scripts/Pause Menu Assets/Scripts/Pausemenu/SaveSettings.cs Line: 153)
    110. NullReferenceException: Object reference not set to an instance of an object
    111.   at Lib..InStr (System.String str, System.String strToFind) [0x00000] in <c7d29806b8934ba4802427b02d7ea420>:0
    112.   at Main+<Start>d__58.MoveNext () [0x00080] in C:\UNITY\CURRENT PROJECTS\\Assets\Scripts\App\Main\Main.cs:689
    113.   at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <d8d38b92d94a4ff8a91e61d39c6d19cd>:0
    114. ERROR : Missing Configuration File ``! Game will now recreate file to fix this problem!
    115. UnityEngine.StackTraceUtility:ExtractStackTrace ()
    116. UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    117. UnityEngine.Logger:Log (UnityEngine.LogType,object)
    118. UnityEngine.Debug:Log (object)
    119. Main:Update () (at Assets/Scripts/App/Main/Main.cs:841)
    120. (Filename: Assets/Scripts/App/Main/Main.cs Line: 841)
    121. preventAppQuit : False
    122. UnityEngine.StackTraceUtility:ExtractStackTrace ()
    123. UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    124. UnityEngine.Logger:Log (UnityEngine.LogType,object)
    125. UnityEngine.Debug:Log (object)
    126. Main:UserExitGame () (at Assets/Scripts/App/Main/Main.cs:785)
    127. Main:Update () (at Assets/Scripts/App/Main/Main.cs:843)
    128. (Filename: Assets/Scripts/App/Main/Main.cs Line: 785)
    129. currentDeviceLocaleName :
    130. UnityEngine.StackTraceUtility:ExtractStackTrace ()
    131. UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    132. UnityEngine.Logger:Log (UnityEngine.LogType,object)
    133. UnityEngine.Debug:Log (object)
    134. Main:WriteReadAllData (UnityEngine.Localization.Locale,string,bool,bool) (at Assets/Scripts/App/Main/Main.cs:398)
    135. Main:UserExitGame () (at Assets/Scripts/App/Main/Main.cs:797)
    136. Main:Update () (at Assets/Scripts/App/Main/Main.cs:843)
    137. (Filename: Assets/Scripts/App/Main/Main.cs Line: 398)
    138. fiName : .cfg
    139. UnityEngine.StackTraceUtility:ExtractStackTrace ()
    140. UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    141. UnityEngine.Logger:Log (UnityEngine.LogType,object)
    142. UnityEngine.Debug:Log (object)
    143. Main:WriteReadAllData (UnityEngine.Localization.Locale,string,bool,bool) (at Assets/Scripts/App/Main/Main.cs:399)
    144. Main:UserExitGame () (at Assets/Scripts/App/Main/Main.cs:797)
    145. Main:Update () (at Assets/Scripts/App/Main/Main.cs:843)
    146. (Filename: Assets/Scripts/App/Main/Main.cs Line: 399)
    147. currentdirCFG : C:/Users//AppData/LocalLow/DefaultCompany/Metroid-Dread-Speed-Booster/.cfg
    148. UnityEngine.StackTraceUtility:ExtractStackTrace ()
    149. UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    150. UnityEngine.Logger:Log (UnityEngine.LogType,object)
    151. UnityEngine.Debug:Log (object)
    152. Main:WriteReadAllData (UnityEngine.Localization.Locale,string,bool,bool) (at Assets/Scripts/App/Main/Main.cs:400)
    153. Main:UserExitGame () (at Assets/Scripts/App/Main/Main.cs:797)
    154. Main:Update () (at Assets/Scripts/App/Main/Main.cs:843)
    155. (Filename: Assets/Scripts/App/Main/Main.cs Line: 400)
    156. NullReferenceException: Object reference not set to an instance of an object
    157.   at Main.WriteReadAllData (UnityEngine.Localization.Locale currentDeviceLanguage, System.String currentDeviceLocaleName, System.Boolean currentLanguageDeviceCheck, System.Boolean currentLanguageDeviceNameCheck) [0x00065] in C:\UNITY\CURRENT PROJECTS\\Assets\Scripts\App\Main\Main.cs:402
    158.   at Main.UserExitGame () [0x00052] in C:\UNITY\CURRENT PROJECTS\\Assets\Scripts\App\Main\Main.cs:797
    159.   at Main.Update () [0x0002d] in C:\UNITY\CURRENT PROJECTS\\Assets\Scripts\App\Main\Main.cs:843
    160. (Filename: Assets/Scripts/App/Main/Main.cs Line: 797)
    161. Reduced additional punctual light shadows resolution by 4 to make 12 shadow maps fit in the 512x512 shadow atlas. To avoid this, increase shadow atlas size, decrease big shadow resolutions, or reduce the number of shadow maps active in the same frame
    162. UnityEngine.StackTraceUtility:ExtractStackTrace ()
    163. UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    164. UnityEngine.Logger:Log (UnityEngine.LogType,object)
    165. UnityEngine.Debug:Log (object)
    166. UnityEngine.Rendering.Universal.Internal.AdditionalLightsShadowCasterPass:AtlasLayout (int,int,int) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/Passes/AdditionalLightsShadowCasterPass.cs:417)
    167. UnityEngine.Rendering.Universal.Internal.AdditionalLightsShadowCasterPass:Setup (UnityEngine.Rendering.Universal.RenderingData&) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/Passes/AdditionalLightsShadowCasterPass.cs:611)
    168. UnityEngine.Rendering.Universal.UniversalRenderer:Setup (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Rendering.Universal.RenderingData&) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/UniversalRenderer.cs:459)
    169. UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Rendering.Universal.CameraData,bool) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/UniversalRenderPipeline.cs:429)
    170. UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/UniversalRenderPipeline.cs:338)
    171. UnityEngine.Rendering.Universal.UniversalRenderPipeline:Render (UnityEngine.Rendering.ScriptableRenderContext,System.Collections.Generic.List`1<UnityEngine.Camera>) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/UniversalRenderPipeline.cs:293)
    172. UnityEngine.Rendering.RenderPipeline:InternalRender (UnityEngine.Rendering.ScriptableRenderContext,System.Collections.Generic.List`1<UnityEngine.Camera>)
    173. UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset,intptr,System.Collections.Generic.List`1<UnityEngine.Camera/RenderRequest>,Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle)
    174. UnityEditor.Handles:DrawCameraImpl (UnityEngine.Rect,UnityEngine.Camera,UnityEditor.DrawCameraMode,bool,UnityEditor.DrawGridParameters,bool,bool,bool,UnityEngine.GameObject[])
    175. UnityEditor.Handles:DrawCameraStep1 (UnityEngine.Rect,UnityEngine.Camera,UnityEditor.DrawCameraMode,UnityEditor.DrawGridParameters,bool,bool)
    176. UnityEditor.SceneView:DoDrawCamera (UnityEngine.Rect,UnityEngine.Rect,bool&)
    177. UnityEditor.SceneView:DoOnGUI ()
    178. UnityEditor.SceneView:OnSceneGUI ()
    179. UnityEngine.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
    180. UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
    181. UnityEngine.UIElements.IMGUIContainer:DoIMGUIRepaint ()
    182. UnityEngine.UIElements.UIR.RenderChainCommand:ExecuteNonDrawMesh (UnityEngine.UIElements.UIR.DrawParams,single,System.Exception&)
    183. UnityEngine.UIElements.UIR.UIRenderDevice:EvaluateChain (UnityEngine.UIElements.UIR.RenderChainCommand,UnityEngine.Material,UnityEngine.Material,UnityEngine.Texture,UnityEngine.Texture,single,Unity.Collections.NativeSlice`1<UnityEngine.UIElements.UIR.Transform3x4>,Unity.Collections.NativeSlice`1<UnityEngine.Vector4>,UnityEngine.MaterialPropertyBlock,bool,System.Exception&)
    184. UnityEngine.UIElements.UIR.RenderChain:Render ()
    185. UnityEngine.UIElements.UIRRepaintUpdater:Update ()
    186. UnityEngine.UIElements.VisualTreeUpdater:UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase)
    187. UnityEngine.UIElements.Panel:UpdateForRepaint ()
    188. UnityEngine.UIElements.Panel:Repaint (UnityEngine.Event)
    189. UnityEngine.UIElements.UIElementsUtility:DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
    190. UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
    191. UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
    192. UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
    193. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
    194. (Filename: Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/Passes/AdditionalLightsShadowCasterPass.cs Line: 417)
    195. Reduced additional punctual light shadows resolution by 4 to make 12 shadow maps fit in the 512x512 shadow atlas. To avoid this, increase shadow atlas size, decrease big shadow resolutions, or reduce the number of shadow maps active in the same frame
    196. UnityEngine.StackTraceUtility:ExtractStackTrace ()
    197. UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    198. UnityEngine.Logger:Log (UnityEngine.LogType,object)
    199. UnityEngine.Debug:Log (object)
    200. UnityEngine.Rendering.Universal.Internal.AdditionalLightsShadowCasterPass:AtlasLayout (int,int,int) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/Passes/AdditionalLightsShadowCasterPass.cs:417)
    201. UnityEngine.Rendering.Universal.Internal.AdditionalLightsShadowCasterPass:Setup (UnityEngine.Rendering.Universal.RenderingData&) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/Passes/AdditionalLightsShadowCasterPass.cs:611)
    202. UnityEngine.Rendering.Universal.UniversalRenderer:Setup (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Rendering.Universal.RenderingData&) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/UniversalRenderer.cs:459)
    203. UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Rendering.Universal.CameraData,bool) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/UniversalRenderPipeline.cs:429)
    204. UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderCameraStack (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/UniversalRenderPipeline.cs:589)
    205. UnityEngine.Rendering.Universal.UniversalRenderPipeline:Render (UnityEngine.Rendering.ScriptableRenderContext,System.Collections.Generic.List`1<UnityEngine.Camera>) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/UniversalRenderPipeline.cs:279)
    206. UnityEngine.Rendering.RenderPipeline:InternalRender (UnityEngine.Rendering.ScriptableRenderContext,System.Collections.Generic.List`1<UnityEngine.Camera>)
    207. UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset,intptr,System.Collections.Generic.List`1<UnityEngine.Camera/RenderRequest>,Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle)
    208. UnityEditor.EditorGUIUtility:RenderPlayModeViewCamerasInternal (UnityEngine.RenderTexture,int,UnityEngine.Vector2,bool,bool)
    209. UnityEditor.PlayModeView:RenderView (UnityEngine.Vector2,bool)
    210. UnityEditor.GameView:OnGUI ()
    211. UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
    212. UnityEditor.DockArea:DrawView (UnityEngine.Rect)
    213. UnityEditor.DockArea:OldOnGUI ()
    214. UnityEngine.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
    215. UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
    216. UnityEngine.UIElements.IMGUIContainer:DoIMGUIRepaint ()
    217. UnityEngine.UIElements.UIR.RenderChainCommand:ExecuteNonDrawMesh (UnityEngine.UIElements.UIR.DrawParams,single,System.Exception&)
    218. UnityEngine.UIElements.UIR.UIRenderDevice:EvaluateChain (UnityEngine.UIElements.UIR.RenderChainCommand,UnityEngine.Material,UnityEngine.Material,UnityEngine.Texture,UnityEngine.Texture,single,Unity.Collections.NativeSlice`1<UnityEngine.UIElements.UIR.Transform3x4>,Unity.Collections.NativeSlice`1<UnityEngine.Vector4>,UnityEngine.MaterialPropertyBlock,bool,System.Exception&)
    219. UnityEngine.UIElements.UIR.RenderChain:Render ()
    220. UnityEngine.UIElements.UIRRepaintUpdater:Update ()
    221. UnityEngine.UIElements.VisualTreeUpdater:UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase)
    222. UnityEngine.UIElements.Panel:UpdateForRepaint ()
    223. UnityEngine.UIElements.Panel:Repaint (UnityEngine.Event)
    224. UnityEngine.UIElements.UIElementsUtility:DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
    225. UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
    226. UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
    227. UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
    228. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
    229. (Filename: Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/Passes/AdditionalLightsShadowCasterPass.cs Line: 417)
    230. Unloading 563 Unused Serialized files (Serialized files now loaded: 0)
    231. Loaded scene 'Temp/__Backupscenes/0.backup'
    232.     Deserialize:            36.804 ms
    233.     Integration:            163.169 ms
    234.     Integration of assets:  0.139 ms
    235.     Thread Wait Time:       0.092 ms
    236.     Total Operation Time:   200.204 ms
    237. Unloading 3200 unused Assets / (24.2 MB). Loaded Objects now: 16913.
    238. Memory consumption went from 434.4 MB to 410.2 MB.
    239. Total: 31.242200 ms (FindLiveObjects: 1.886800 ms CreateObjectMapping: 1.359100 ms MarkObjects: 24.962700 ms  DeleteObjects: 3.032300 ms)
    240. Terrain not assigned
    241. UnityEngine.StackTraceUtility:ExtractStackTrace ()
    242. UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    243. UnityEngine.Logger:Log (UnityEngine.LogType,object)
    244. UnityEngine.Debug:Log (object)
    245. InfinitudeIndustries.PauseManager:updateTerrainLod (single) (at Assets/Scripts/Pause Menu Assets/Scripts/Pausemenu/PauseManager.cs:1133)
    246. UnityEngine.Events.InvokableCall`1<single>:Invoke (single)
    247. UnityEngine.Events.UnityEvent`1<single>:Invoke (single)
    248. UnityEngine.UI.Slider:Rebuild (UnityEngine.UI.CanvasUpdate) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Slider.cs:408)
    249. UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/CanvasUpdateRegistry.cs:181)
    250. UnityEngine.Canvas:SendWillRenderCanvases ()
    251. (Filename: Assets/Scripts/Pause Menu Assets/Scripts/Pausemenu/PauseManager.cs Line: 1133)
    252. Reduced additional punctual light shadows resolution by 4 to make 12 shadow maps fit in the 512x512 shadow atlas. To avoid this, increase shadow atlas size, decrease big shadow resolutions, or reduce the number of shadow maps active in the same frame
    253. UnityEngine.StackTraceUtility:ExtractStackTrace ()
    254. UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    255. UnityEngine.Logger:Log (UnityEngine.LogType,object)
    256. UnityEngine.Debug:Log (object)
    257. UnityEngine.Rendering.Universal.Internal.AdditionalLightsShadowCasterPass:AtlasLayout (int,int,int) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/Passes/AdditionalLightsShadowCasterPass.cs:417)
    258. UnityEngine.Rendering.Universal.Internal.AdditionalLightsShadowCasterPass:Setup (UnityEngine.Rendering.Universal.RenderingData&) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/Passes/AdditionalLightsShadowCasterPass.cs:611)
    259. UnityEngine.Rendering.Universal.UniversalRenderer:Setup (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Rendering.Universal.RenderingData&) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/UniversalRenderer.cs:459)
    260. UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Rendering.Universal.CameraData,bool) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/UniversalRenderPipeline.cs:429)
    261. UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/UniversalRenderPipeline.cs:338)
    262. UnityEngine.Rendering.Universal.UniversalRenderPipeline:Render (UnityEngine.Rendering.ScriptableRenderContext,System.Collections.Generic.List`1<UnityEngine.Camera>) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/UniversalRenderPipeline.cs:293)
    263. UnityEngine.Rendering.RenderPipeline:InternalRender (UnityEngine.Rendering.ScriptableRenderContext,System.Collections.Generic.List`1<UnityEngine.Camera>)
    264. UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset,intptr,System.Collections.Generic.List`1<UnityEngine.Camera/RenderRequest>,Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle)
    265. UnityEditor.Handles:DrawCameraImpl (UnityEngine.Rect,UnityEngine.Camera,UnityEditor.DrawCameraMode,bool,UnityEditor.DrawGridParameters,bool,bool,bool,UnityEngine.GameObject[])
    266. UnityEditor.Handles:DrawCameraStep1 (UnityEngine.Rect,UnityEngine.Camera,UnityEditor.DrawCameraMode,UnityEditor.DrawGridParameters,bool,bool)
    267. UnityEditor.SceneView:DoDrawCamera (UnityEngine.Rect,UnityEngine.Rect,bool&)
    268. UnityEditor.SceneView:DoOnGUI ()
    269. UnityEditor.SceneView:OnSceneGUI ()
    270. UnityEngine.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
    271. UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
    272. UnityEngine.UIElements.IMGUIContainer:DoIMGUIRepaint ()
    273. UnityEngine.UIElements.UIR.RenderChainCommand:ExecuteNonDrawMesh (UnityEngine.UIElements.UIR.DrawParams,single,System.Exception&)
    274. UnityEngine.UIElements.UIR.UIRenderDevice:EvaluateChain (UnityEngine.UIElements.UIR.RenderChainCommand,UnityEngine.Material,UnityEngine.Material,UnityEngine.Texture,UnityEngine.Texture,single,Unity.Collections.NativeSlice`1<UnityEngine.UIElements.UIR.Transform3x4>,Unity.Collections.NativeSlice`1<UnityEngine.Vector4>,UnityEngine.MaterialPropertyBlock,bool,System.Exception&)
    275. UnityEngine.UIElements.UIR.RenderChain:Render ()
    276. UnityEngine.UIElements.UIRRepaintUpdater:Update ()
    277. UnityEngine.UIElements.VisualTreeUpdater:UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase)
    278. UnityEngine.UIElements.Panel:UpdateForRepaint ()
    279. UnityEngine.UIElements.Panel:Repaint (UnityEngine.Event)
    280. UnityEngine.UIElements.UIElementsUtility:DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
    281. UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
    282. UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
    283. UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
    284. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
    285. (Filename: Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/Passes/AdditionalLightsShadowCasterPass.cs Line: 417)
    286. Reduced additional punctual light shadows resolution by 4 to make 12 shadow maps fit in the 512x512 shadow atlas. To avoid this, increase shadow atlas size, decrease big shadow resolutions, or reduce the number of shadow maps active in the same frame
    287. UnityEngine.StackTraceUtility:ExtractStackTrace ()
    288. UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    289. UnityEngine.Logger:Log (UnityEngine.LogType,object)
    290. UnityEngine.Debug:Log (object)
    291. UnityEngine.Rendering.Universal.Internal.AdditionalLightsShadowCasterPass:AtlasLayout (int,int,int) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/Passes/AdditionalLightsShadowCasterPass.cs:417)
    292. UnityEngine.Rendering.Universal.Internal.AdditionalLightsShadowCasterPass:Setup (UnityEngine.Rendering.Universal.RenderingData&) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/Passes/AdditionalLightsShadowCasterPass.cs:611)
    293. UnityEngine.Rendering.Universal.UniversalRenderer:Setup (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Rendering.Universal.RenderingData&) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/UniversalRenderer.cs:459)
    294. UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Rendering.Universal.CameraData,bool) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/UniversalRenderPipeline.cs:429)
    295. UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderCameraStack (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/UniversalRenderPipeline.cs:589)
    296. UnityEngine.Rendering.Universal.UniversalRenderPipeline:Render (UnityEngine.Rendering.ScriptableRenderContext,System.Collections.Generic.List`1<UnityEngine.Camera>) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/UniversalRenderPipeline.cs:279)
    297. UnityEngine.Rendering.RenderPipeline:InternalRender (UnityEngine.Rendering.ScriptableRenderContext,System.Collections.Generic.List`1<UnityEngine.Camera>)
    298. UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset,intptr,System.Collections.Generic.List`1<UnityEngine.Camera/RenderRequest>,Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle)
    299. UnityEditor.EditorGUIUtility:RenderPlayModeViewCamerasInternal (UnityEngine.RenderTexture,int,UnityEngine.Vector2,bool,bool)
    300. UnityEditor.PlayModeView:RenderView (UnityEngine.Vector2,bool)
    301. UnityEditor.GameView:OnGUI ()
    302. UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect)
    303. UnityEditor.DockArea:DrawView (UnityEngine.Rect)
    304. UnityEditor.DockArea:OldOnGUI ()
    305. UnityEngine.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
    306. UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
    307. UnityEngine.UIElements.IMGUIContainer:DoIMGUIRepaint ()
    308. UnityEngine.UIElements.UIR.RenderChainCommand:ExecuteNonDrawMesh (UnityEngine.UIElements.UIR.DrawParams,single,System.Exception&)
    309. UnityEngine.UIElements.UIR.UIRenderDevice:EvaluateChain (UnityEngine.UIElements.UIR.RenderChainCommand,UnityEngine.Material,UnityEngine.Material,UnityEngine.Texture,UnityEngine.Texture,single,Unity.Collections.NativeSlice`1<UnityEngine.UIElements.UIR.Transform3x4>,Unity.Collections.NativeSlice`1<UnityEngine.Vector4>,UnityEngine.MaterialPropertyBlock,bool,System.Exception&)
    310. UnityEngine.UIElements.UIR.RenderChain:Render ()
    311. UnityEngine.UIElements.UIRRepaintUpdater:Update ()
    312. UnityEngine.UIElements.VisualTreeUpdater:UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase)
    313. UnityEngine.UIElements.Panel:UpdateForRepaint ()
    314. UnityEngine.UIElements.Panel:Repaint (UnityEngine.Event)
    315. UnityEngine.UIElements.UIElementsUtility:DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
    316. UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
    317. UnityEngine.UIElements.UIEventRegistration:ProcessEvent (int,intptr)
    318. UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
    319. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
    320. (Filename: Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/Passes/AdditionalLightsShadowCasterPass.cs Line: 417)
     
  30. karl_jones

    karl_jones

    Unity Technologies

    Joined:
    May 5, 2015
    Posts:
    8,300
    Not a lot there. Can you share the project?
    Are you sure it's the locale that's null, you have a few different null ref errors.
     
  31. AerionXI

    AerionXI

    Joined:
    Jul 20, 2020
    Posts:
    482
    @karl_jones i unfortunately cannot share the project. this is my own personal project. I CAN, however send a different project that has the same functionality.
     
  32. karl_jones

    karl_jones

    Unity Technologies

    Joined:
    May 5, 2015
    Posts:
    8,300
    Yes thats fine.
     
  33. AerionXI

    AerionXI

    Joined:
    Jul 20, 2020
    Posts:
    482
    EDIT : Nevermind. Figured it out I think. Will come back if I have any more questions, thank you, @karl_jones !
     
    Last edited: Feb 5, 2023
  34. AerionXI

    AerionXI

    Joined:
    Jul 20, 2020
    Posts:
    482
    @karl_jones so I got the code to work. But now it simply will not save my JSON in WebGL. How do I get it to actually save my JSON in WebGL?
     
  35. karl_jones

    karl_jones

    Unity Technologies

    Joined:
    May 5, 2015
    Posts:
    8,300
    I don't know what you mean? Do you get error messages? How are you trying to save JSON?