Initialize engine version: 5.5.1f1 (88d00a7498cd)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 11.0 [level 11.1]
    Renderer: Intel(R) HD Graphics 5500 (ID=0x1616)
    Vendor:   Intel
    VRAM:     2148 MB
    Driver:   10.18.15.4268
Begin MonoManager ReloadAssembly
Platform assembly: C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\UnityEngine.dll (this message is harmless)
Loading C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\Assembly-UnityScript.dll (this message is harmless)
Loading C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain
Platform assembly: C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Platform assembly: C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
Loading C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\UnityEngine.PlaymodeTestsRunner.dll (this message is harmless)
Loading C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\UnityEngine.PlaymodeTestsRunner.dll into Unity Child Domain
Platform assembly: C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\Pathfinding.ClipperLib.dll (this message is harmless)
Loading C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\Pathfinding.ClipperLib.dll into Unity Child Domain
Platform assembly: C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\Pathfinding.Ionic.Zip.Reduced.dll (this message is harmless)
Loading C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\Pathfinding.Ionic.Zip.Reduced.dll into Unity Child Domain
Platform assembly: C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\Pathfinding.JsonFx.dll (this message is harmless)
Loading C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\Pathfinding.JsonFx.dll into Unity Child Domain
Platform assembly: C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\Pathfinding.Poly2Tri.dll (this message is harmless)
Loading C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\Pathfinding.Poly2Tri.dll into Unity Child Domain
Platform assembly: C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\DOTween.dll (this message is harmless)
Loading C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\DOTween.dll into Unity Child Domain
Platform assembly: C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\DOTween43.dll (this message is harmless)
Loading C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\DOTween43.dll into Unity Child Domain
Platform assembly: C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\DOTween46.dll (this message is harmless)
Loading C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\DOTween46.dll into Unity Child Domain
Platform assembly: C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\DOTween50.dll (this message is harmless)
Loading C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\DOTween50.dll into Unity Child Domain
- Completed reload, in  0.091 seconds
Platform assembly: C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\System.dll (this message is harmless)
Platform assembly: C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\System.Xml.dll (this message is harmless)
desktop: 1366x768 60Hz; virtual: 1366x768 at 0,0
<RI> Initializing input.

<RI> Input initialized.

<RI> Initialized touch support.

UnloadTime: 1.965032 ms
Application data path is: C:/Users/Kuba/Documents/Projekty/TotallyTank/Totally Tank/Build/TotalTankSim_Data
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Application persistent path is: C:/Users/Kuba/Documents/Projekty/TotallyTank/Totally Tank/Build/TotalTankSim_Data
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

GfxDevice: creating device client; threaded=1
GfxDevice: creating device client; threaded=1
Scene loading: MainMenu
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 6.538911 ms
Setting up 1 worker threads for Enlighten.
  Thread -> id: 2358 -> priority: 1 

Unloading 9 unused Assets to reduce memory usage. Loaded Objects now: 6461.
Total: 9.082443 ms (FindLiveObjects: 0.462333 ms CreateObjectMapping: 0.662475 ms MarkObjects: 7.863863 ms  DeleteObjects: 0.072312 ms)

Scene loading: CampaignFactionMenu
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 17.056873 ms

Unloading 2 unused Assets to reduce memory usage. Loaded Objects now: 6563.
Total: 10.268367 ms (FindLiveObjects: 0.430142 ms CreateObjectMapping: 0.518316 ms MarkObjects: 9.073579 ms  DeleteObjects: 0.245862 ms)

Scene loading: SovietCampaignLevelMenu
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Unloading 4 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 2.215093 ms

Unloading 28 unused Assets to reduce memory usage. Loaded Objects now: 6610.
Total: 6.875747 ms (FindLiveObjects: 0.733388 ms CreateObjectMapping: 0.452069 ms MarkObjects: 5.431831 ms  DeleteObjects: 0.257059 ms)

Platform assembly: C:\Users\Kuba\Documents\Projekty\TotallyTank\Totally Tank\Build\TotalTankSim_Data\Managed\System.Configuration.dll (this message is harmless)
Scene loading: SovietCampaignEditor
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Unloading 8 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 1.481238 ms
GfxDevice: creating device client; threaded=1

Unloading 7 unused Assets to reduce memory usage. Loaded Objects now: 7614.
Total: 11.130985 ms (FindLiveObjects: 0.643347 ms CreateObjectMapping: 0.571035 ms MarkObjects: 9.864818 ms  DeleteObjects: 0.050385 ms)

Mouse enter
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Mouse exit
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Mouse enter
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Mouse exit
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Mouse enter
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Mouse exit
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Mouse enter
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Mouse exit
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Scene loading: MainGameNew9
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Unloading 13 Unused Serialized files (Serialized files now loaded: 0)
The tree Bush_1 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Bush_2 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Bush_3 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Bush_4 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Bush_7_Dead must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Bush_9 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Bush_11 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Bush_12 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Bush_14 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Bush_15 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Bush_17 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Plant_1 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Plant_2 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Plant_3 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Plant_4 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Plant_5 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Plant_9 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Plant_10 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Plant_11 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Plant_12 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Stone_1 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Stone_2 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Stone_3 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Stone_4 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Stone_5 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Stone_6 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree PineTree_1 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree PineTree_1 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree PineTree_2 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree PineTree_2 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree PineTree_3 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree PineTree_3 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Tree_4 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Tree_4 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Tree_5 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Tree_5 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Tree_6 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Tree_6 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Tree_7 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Tree_7 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree RedTree_8 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree RedTree_8 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree RedTree_9 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree RedTree_9 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree RedTree_10 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree RedTree_10 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree RedTree_11 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree RedTree_11 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree BlueTree_12 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree BlueTree_12 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree BlueTree_13 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree BlueTree_13 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree BlueTree_14 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree BlueTree_14 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree BlueTree_15 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree BlueTree_15 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Tree_Dead_1 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Tree_Dead_2 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Tree_Stump_4 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Tree_Stump_4 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Tree_Stump_6 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Tree_Stump_6 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

The tree Tree_Dead_7 must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
 
(Filename:  Line: 140)

UnloadTime: 4.467976 ms
Initial tree count: 2270
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Optimization removed: 2270 trees
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Final tree count: 0
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

GfxDevice: creating device client; threaded=1
GfxDevice: creating device client; threaded=1
GfxDevice: creating device client; threaded=1
GfxDevice: creating device client; threaded=1
GfxDevice: creating device client; threaded=1
GfxDevice: creating device client; threaded=1

Unloading 56 unused Assets to reduce memory usage. Loaded Objects now: 60892.
Total: 101.588264 ms (FindLiveObjects: 5.362784 ms CreateObjectMapping: 4.082620 ms MarkObjects: 82.122215 ms  DeleteObjects: 10.020172 ms)

GfxDevice: creating device client; threaded=1
GfxDevice: creating device client; threaded=1
GfxDevice: creating device client; threaded=1
GfxDevice: creating device client; threaded=1
Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Scene loading: SovietCampaignEditor
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Unloading 9 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 306.484436 ms

Unloading 913 unused Assets to reduce memory usage. Loaded Objects now: 9501.
Total: 68.774734 ms (FindLiveObjects: 0.990447 ms CreateObjectMapping: 1.394930 ms MarkObjects: 54.584702 ms  DeleteObjects: 11.803724 ms)

Scene loading: SovietCampaignLevelMenu
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Unloading 4 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 4.676982 ms

Unloading 49 unused Assets to reduce memory usage. Loaded Objects now: 8442.
Total: 52.769424 ms (FindLiveObjects: 0.414280 ms CreateObjectMapping: 0.479594 ms MarkObjects: 51.300316 ms  DeleteObjects: 0.573834 ms)

Scene loading: CampaignFactionMenu
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 2.083998 ms

Unloading 2 unused Assets to reduce memory usage. Loaded Objects now: 8395.
Total: 55.296165 ms (FindLiveObjects: 0.499189 ms CreateObjectMapping: 0.569635 ms MarkObjects: 54.189083 ms  DeleteObjects: 0.036856 ms)

Scene loading: MainMenu
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Unloading 3 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 2.255681 ms

Unloading 25 unused Assets to reduce memory usage. Loaded Objects now: 8293.
Total: 52.564617 ms (FindLiveObjects: 0.430142 ms CreateObjectMapping: 0.401683 ms MarkObjects: 51.321312 ms  DeleteObjects: 0.410548 ms)

Application quitting now!
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

