Hi, I'm having issues with starting the battle after the ship designer. After the lengthy loading process the loading screen gets stuck at "Loading Level..." indefinitely. When clicking the mouse anywhere on screen, the battle scene opens but there is no UI, no ocean, only the ships are visible. When pressing Esc, nothing happens, and it's impossible to get any UI to show. The issue is 100% reproducible meaning I can't enter the battle at all without this happening. It started happening after the Core 0.5 patch.
Loading screen, "Loading Level..." text is pulsing like Click To Start Battle should be. https://drive.google.com/file/d/187v-F1y6PlNAUpkBunrNnZpAPTGkpxtw/view?usp=sharing
When I click anywhere on screen, incompletely loaded Battle scene appears: https://drive.google.com/file/d/1q5x2Suf4DAi_4vuG4VxjmDhLKXm-sA2Q/view?usp=sharing
Errors in the log:
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 93348.
Total: 149.896177 ms (FindLiveObjects: 7.403341 ms CreateObjectMapping: 1.659941 ms MarkObjects: 140.702164 ms DeleteObjects: 0.130439 ms)
Unloading 0 Unused Serialized files (Serialized files now loaded: 0)
NullReferenceException: Object reference not set to an instance of an object
at UiExt.UiExt.RenderX (UnityEngine.Camera camera) [0x00026] in <2a40b702e2514716b767639348308041>:0
at NavalAction.Client.WaterSurfaceObjectsRenderer.RenderWaterSurfaceObjects () [0x00000] in <2a40b702e2514716b767639348308041>:0
at NavalAction.Client.WaterSurfaceObjectsRenderer.Update () [0x00006] in <2a40b702e2514716b767639348308041>:0
at NavalAction.Client.OceanFFT.LateUpdate () [0x0004a] in <2a40b702e2514716b767639348308041>:0
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 93346.
Total: 149.255123 ms (FindLiveObjects: 5.956499 ms CreateObjectMapping: 1.681925 ms MarkObjects: 141.491537 ms DeleteObjects: 0.124576 ms)
NullReferenceException: Object reference not set to an instance of an object
at UiExt.UiExt.RenderX (UnityEngine.Camera camera) [0x00026] in <2a40b702e2514716b767639348308041>:0
at NavalAction.Client.WaterSurfaceObjectsRenderer.RenderWaterSurfaceObjects () [0x00000] in <2a40b702e2514716b767639348308041>:0
at NavalAction.Client.WaterSurfaceObjectsRenderer.Update () [0x00006] in <2a40b702e2514716b767639348308041>:0
at NavalAction.Client.OceanFFT.LateUpdate () [0x0004a] in <2a40b702e2514716b767639348308041>:0
The last NullRefException repeats as it's being called from Update() somewhere. Good luck fixing this, and let me know if you need more info. (Yes, I'm a Unity game dev)
System: batteryLevel: -1
batteryStatus: Charging
operatingSystem: Windows 8.1 (6.3.0) 64bit
operatingSystemFamily: Windows
processorType: AMD Ryzen 5 1500X Quad-Core Processor
processorFrequency: 3493
processorCount: 8
systemMemorySize: 8124
graphicsMemorySize: 3992
graphicsDeviceName: NVIDIA GeForce GTX 1050 Ti
graphicsDeviceVendor: NVIDIA
graphicsDeviceID: 7298
graphicsDeviceVendorID: 4318
graphicsDeviceType: Direct3D11
graphicsUVStartsAtTop: True
graphicsDeviceVersion: Direct3D 11.0 [level 11.1]
graphicsShaderLevel: 50
graphicsPixelFillrate: -1
supportsVertexPrograms: True
graphicsMultiThreaded: True
supportsShadows: True
supportsRawShadowDepthSampling: True
supportsRenderTextures: True
supportsMotionVectors: True
supportsRenderToCubemap: True
supportsImageEffects: True
supports3DTextures: True
supports2DArrayTextures: True
supports3DRenderTextures: True
supportsCubemapArrayTextures: True
copyTextureSupport: Basic, Copy3D, DifferentTypes, TextureToRT, RTToTexture
supportsComputeShaders: True
supportsInstancing: True
supportsSparseTextures: True
supportedRenderTargetCount: 8
usesReversedZBuffer: True
supportsStencil: 1
npotSupport: Full
deviceUniqueIdentifier: 34917fbffa7b2b817d953c7763a2a62f4b5335f2
deviceName: SINCRESS-BEAST
deviceModel: System Product Name (System manufacturer)
supportsAccelerometer: False
supportsGyroscope: False
supportsLocationService: False
supportsVibration: False
supportsAudio: True
deviceType: Desktop
maxTextureSize: 16384
maxCubemapSize: 16384