[Message: BepInEx] BepInEx 5.4.23.5 - Planet Crafter (06/09/2026 14:20:27)
[Info : BepInEx] Running under Unity v6000.3.2.11106207
[Info : BepInEx] CLR runtime version: 4.0.30319.42000
[Info : BepInEx] Supports SRE: True
[Info : BepInEx] System platform: Bits64, Windows
[Message: BepInEx] Preloader started
[Info : BepInEx] Loaded 1 patcher method from [BepInEx.Preloader 5.4.23.5]
[Info : BepInEx] 1 patcher plugin loaded
[Info : BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]
[Message: BepInEx] Preloader finished
[Message: BepInEx] Chainloader ready
[Message: BepInEx] Chainloader started
[Info : BepInEx] 3 plugins to load
[Info : BepInEx] Loading [AutoMine 0.8.4]
[Info : BepInEx] Loading [Inventory Stacking 2.0.4]
[Info :Inventory Stacking] Inventory Stacking v2.0.4 loading — max stack: 1
[Info :Inventory Stacking] --- Reflection lookup results ---
[Info :Inventory Stacking] [OK] Field Inventory._isDnaInventory
[Info :Inventory Stacking] [OK] Field InventoryDisplayer._inventory
[Info :Inventory Stacking] [OK] Field InventoryDisplayer._grid
[Info :Inventory Stacking] [OK] Field InventoryDisplayer._visualResourcesHandler
[Info :Inventory Stacking] [OK] Field InventoryDisplayer._logisticManager
[Info :Inventory Stacking] [OK] Field InventoryDisplayer._selectionIndex
[Info :Inventory Stacking] [OK] Field InventoryDisplayer._inventoryInteracting (static)
[Info :Inventory Stacking] [OK] Field InventoryDisplayer._selectAfterLayoutRebuildCoroutine
[Info :Inventory Stacking] [OK] Field MachineGrowerVegetationHarvestable._secondInventory
[Info :Inventory Stacking] [OK] Method MachineGrowerVegetationHarvestable.CreateNewGrowable
[Info :Inventory Stacking] [OK] Field UiWindowContainer._inventoryLeft
[Info :Inventory Stacking] [OK] Field UiWindowContainer._inventoryRight
[Info :Inventory Stacking] [OK] Field InventoriesHandler._callbackAddOrRemoveQueue
[Info :Inventory Stacking] [OK] Method InventoryDisplayer.OnImageClicked
[Info :Inventory Stacking] [OK] Method InventoryDisplayer.OnDropClicked
[Info :Inventory Stacking] [OK] Method InventoryDisplayer.OnActionViaGamepad
[Info :Inventory Stacking] [OK] Method InventoryDisplayer.OnConsumeViaGamepad
[Info :Inventory Stacking] [OK] Method InventoryDisplayer.OnDropViaGamepad
[Info :Inventory Stacking] [OK] Method InventoryDisplayer.SelectAfterLayout
[Info :Inventory Stacking] [OK] Field UiWindowInterplanetaryExchange._groupsWithNumber
[Info :Inventory Stacking] [OK] Field UiWindowInterplanetaryExchange._inventorySize
[Info :Inventory Stacking] [OK] Field UiWindowInterplanetaryExchange._destinationPlanet
[Info :Inventory Stacking] [OK] Field UiWindowInterplanetaryExchange._machineRocketBackAndForthInterplanetary
[Info :Inventory Stacking] [OK] Field UiWindowInterplanetaryExchange.textInventorySpace
[Info :Inventory Stacking] [OK] Field MachineGrowerIfLinkedGroup._increaseRate
[Info :Inventory Stacking] [OK] Field UiWindowCraft.sourceCrafter
[Info :Inventory Stacking] [OK] Field PlayerGaugesHandler._oxygenMaxValue
[Info :Inventory Stacking] [OK] Field PlayerGaugesHandler._thirstMaxValue
[Info :Inventory Stacking] [OK] Field PlayerGaugesHandler._healthMaxValue
[Info :Inventory Stacking] [OK] Field LogisticManager._allLogisticTasks
[Info :Inventory Stacking] [OK] Field LogisticManager._allDroneStations
[Info :Inventory Stacking] [OK] Field LogisticManager._accessArrayCorrespondingDrones
[Info :Inventory Stacking] [OK] Field LogisticManager._supplyInventories
[Info :Inventory Stacking] [OK] Field LogisticManager._demandInventories
[Info :Inventory Stacking] [OK] Field LogisticManager._taskPriorities
[Info :Inventory Stacking] [OK] Field LogisticManager._accessArray
[Info :Inventory Stacking] [OK] Field LogisticManager._updatingLogisticTasks
[Info :Inventory Stacking] [OK] Method LogisticManager.CompleteDroneTransformUpdateJob
[Info :Inventory Stacking] [OK] Field PlanetNetworkLoader._interplanetaryPodGroup
[Info :Inventory Stacking] [OK] Method InventoriesHandler.DirtyInventory
[Info :Inventory Stacking] --- End reflection lookup results ---
[Warning:Inventory Stacking] [Transpiler_SetInventoryBlocksNullCheck] Pattern not found — null check not injected (game update may have changed the method).
[Info :Inventory Stacking] Harmony patches applied successfully.
[Info : BepInEx] Loading [Smart Deposit 0.2.1]
[Info :Smart Deposit] Smart Deposit loaded.
[Message: BepInEx] Chainloader startup complete
[Info : Unity Log] UniTask PlayerLoop manually initialized: False
[Info : Unity Log] Odin Serializer detected whitelisted runtime platform WindowsPlayer and memory read test succeeded; enabling all unaligned memory read/writes.
Setting breakpad minidump AppID = 1284190
SteamInternal_SetMinidumpSteamID: Caching Steam ID: [API loaded no]
[Warning: Unity Log] Renderer 'Mesh_lod_2' is registered with more than one LODGroup ('BigRocks' and 'Mesh_lod_2').
[Warning: Unity Log] Renderer 'Mesh_LOD3 (1)' is registered with more than one LODGroup ('BigRocks' and 'Mesh_LOD3 (1)').
[Warning: Unity Log] Renderer 'Mesh_lod_2' is registered with more than one LODGroup ('BigRocks' and 'Mesh_lod_2').
[Warning: Unity Log] Renderer 'Mesh_LOD3 (1)' is registered with more than one LODGroup ('BigRocks' and 'Mesh_LOD3 (1)').
[Warning: Unity Log] Renderer 'MESH_LOD3 (1)' is registered with more than one LODGroup ('MESH_LOD3 (1)' and 'BigRocks').
[Warning: Unity Log] Renderer 'MESH_LOD3 (1)' is registered with more than one LODGroup ('MESH_LOD3 (1)' and 'BigRocks').
[Warning: Unity Log] Renderer 'Wall_Angle_06' is registered with more than one LODGroup ('Container' and 'P_Wall_Angle_06').
[Warning: Unity Log] Renderer 'Wall_Angle_06' is registered with more than one LODGroup ('Container' and 'P_Wall_Angle_06').
[Warning: Unity Log] Renderer 'Wall_Angle_06' is registered with more than one LODGroup ('Container' and 'P_Wall_Angle_06').
[Warning: Unity Log] Renderer 'Wall_Angle_06' is registered with more than one LODGroup ('Container' and 'P_Wall_Angle_06').
[Warning: Unity Log] Renderer 'Wall_Angle_06' is registered with more than one LODGroup ('P_Wall_Angle_06' and 'Biodome1(Clone)').
[Warning: Unity Log] Renderer 'Wall_Angle_06' is registered with more than one LODGroup ('P_Wall_Angle_06' and 'Biodome1(Clone)').
[Warning: Unity Log] Renderer 'Wall_Angle_06' is registered with more than one LODGroup ('P_Wall_Angle_06 (3)' and 'Biodome1(Clone)').
[Warning: Unity Log] Renderer 'Wall_Angle_06' is registered with more than one LODGroup ('P_Wall_Angle_06 (3)' and 'Biodome1(Clone)').
[Warning: Unity Log] Renderer 'Wall_Angle_06' is registered with more than one LODGroup ('P_Wall_Angle_06 (1)' and 'Biodome1(Clone)').
[Warning: Unity Log] Renderer 'Wall_Angle_06' is registered with more than one LODGroup ('P_Wall_Angle_06 (1)' and 'Biodome1(Clone)').
[Warning: Unity Log] Renderer 'Wall_Angle_06' is registered with more than one LODGroup ('P_Wall_Angle_06 (2)' and 'Biodome1(Clone)').
[Warning: Unity Log] Renderer 'Wall_Angle_06' is registered with more than one LODGroup ('P_Wall_Angle_06 (2)' and 'Biodome1(Clone)').
[Warning: Unity Log] Renderer 'Wall_Angle_06' is registered with more than one LODGroup ('Container' and 'P_Wall_Angle_06').
[Warning: Unity Log] Renderer 'Wall_Angle_06' is registered with more than one LODGroup ('Container' and 'P_Wall_Angle_06').
[Warning: Unity Log] Renderer 'Wall_Angle_06' is registered with more than one LODGroup ('Container' and 'P_Wall_Angle_06').
[Warning: Unity Log] Renderer 'Wall_Angle_06' is registered with more than one LODGroup ('Container' and 'P_Wall_Angle_06').
[Warning: Unity Log] Renderer 'Wall_Angle_06' is registered with more than one LODGroup ('Container' and 'P_Wall_Angle_06').
[Warning: Unity Log] Renderer 'Wall_Angle_06' is registered with more than one LODGroup ('Container' and 'P_Wall_Angle_06').
[Warning: Unity Log] Renderer 'Wall_Angle_06' is registered with more than one LODGroup ('Container' and 'P_Wall_Angle_06').
[Warning: Unity Log] Renderer 'Wall_Angle_06' is registered with more than one LODGroup ('Container' and 'P_Wall_Angle_06').
[Warning: Unity Log] Renderer 'Waterfall_001_With_Part' is registered with more than one LODGroup ('Water' and 'Waterfall_001_With_Part').
[Warning: Unity Log] Renderer 'Waterfall_001_With_Part' is registered with more than one LODGroup ('Water' and 'Waterfall_001_With_Part').
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "PodAngle(Clone)/Container/Roof/Floor_Angle_Bottom/Floor_Angle_Glass(Clone)/Floor_Angle_01"
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "PodAngle(Clone)/Container/Roof/Floor_Angle_Top/Floor_Angle_Glass(Clone)/Floor_Angle_01"
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "PodAngle(Clone)/Container/Roof/Floor_Angle_Bottom/Floor_Angle_Glass(Clone)/Floor_Angle_01"
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "PodAngle(Clone)/Container/Roof/Floor_Angle_Top/Floor_Angle_Glass(Clone)/Floor_Angle_01"
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "PodAngle(Clone)/Container/Roof/Floor_Angle_Bottom/Floor_Angle_Glass(Clone)/Floor_Angle_01"
[Warning: Unity Log] BoxCollider does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "PodAngle(Clone)/Container/Roof/Floor_Angle_Top/Floor_Angle_Glass(Clone)/Floor_Angle_01"
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Warning: Unity Log] Material count in the shared material list is higher than sub mesh count for the mesh. Object may be corrupted.
[Info :Inventory Stacking] [SetInventoryBlocks] Display patch active.
[Error : Unity Log] OverflowException: Writing past the end of the buffer
Stack trace:
Unity.Netcode.FastBufferWriter.WriteValueSafe (System.String s, System.Boolean oneByteChars) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
SmartDeposit.SmartDepositPlugin.SendMessageToAll (System.String payload) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.BroadcastRules () (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.OnRulesMessage (System.UInt64 sender, Unity.Netcode.FastBufferReader reader) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
Unity.Netcode.CustomMessagingManager.InvokeNamedMessage (System.UInt64 hash, System.UInt64 sender, Unity.Netcode.FastBufferReader reader, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NamedMessage.Handle (Unity.Netcode.NetworkContext& context) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.ReceiveMessage[T] (Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkContext& context, Unity.Netcode.NetworkMessageManager manager) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.HandleMessage (Unity.Netcode.NetworkMessageHeader& header, Unity.Netcode.FastBufferReader reader, System.UInt64 senderId, System.Single timestamp, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()
[Error : Unity Log] OverflowException: Writing past the end of the buffer
Stack trace:
Unity.Netcode.FastBufferWriter.WriteValueSafe (System.String s, System.Boolean oneByteChars) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
SmartDeposit.SmartDepositPlugin.SendMessageToAll (System.String payload) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.BroadcastRules () (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.OnRulesMessage (System.UInt64 sender, Unity.Netcode.FastBufferReader reader) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
Unity.Netcode.CustomMessagingManager.InvokeNamedMessage (System.UInt64 hash, System.UInt64 sender, Unity.Netcode.FastBufferReader reader, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NamedMessage.Handle (Unity.Netcode.NetworkContext& context) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.ReceiveMessage[T] (Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkContext& context, Unity.Netcode.NetworkMessageManager manager) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.HandleMessage (Unity.Netcode.NetworkMessageHeader& header, Unity.Netcode.FastBufferReader reader, System.UInt64 senderId, System.Single timestamp, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()
[Error : Unity Log] OverflowException: Writing past the end of the buffer
Stack trace:
Unity.Netcode.FastBufferWriter.WriteValueSafe (System.String s, System.Boolean oneByteChars) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
SmartDeposit.SmartDepositPlugin.SendMessageToAll (System.String payload) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.BroadcastRules () (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.OnRulesMessage (System.UInt64 sender, Unity.Netcode.FastBufferReader reader) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
Unity.Netcode.CustomMessagingManager.InvokeNamedMessage (System.UInt64 hash, System.UInt64 sender, Unity.Netcode.FastBufferReader reader, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NamedMessage.Handle (Unity.Netcode.NetworkContext& context) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.ReceiveMessage[T] (Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkContext& context, Unity.Netcode.NetworkMessageManager manager) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.HandleMessage (Unity.Netcode.NetworkMessageHeader& header, Unity.Netcode.FastBufferReader reader, System.UInt64 senderId, System.Single timestamp, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()
[Error : Unity Log] OverflowException: Writing past the end of the buffer
Stack trace:
Unity.Netcode.FastBufferWriter.WriteValueSafe (System.String s, System.Boolean oneByteChars) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
SmartDeposit.SmartDepositPlugin.SendMessageToAll (System.String payload) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.BroadcastRules () (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.OnRulesMessage (System.UInt64 sender, Unity.Netcode.FastBufferReader reader) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
Unity.Netcode.CustomMessagingManager.InvokeNamedMessage (System.UInt64 hash, System.UInt64 sender, Unity.Netcode.FastBufferReader reader, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NamedMessage.Handle (Unity.Netcode.NetworkContext& context) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.ReceiveMessage[T] (Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkContext& context, Unity.Netcode.NetworkMessageManager manager) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.HandleMessage (Unity.Netcode.NetworkMessageHeader& header, Unity.Netcode.FastBufferReader reader, System.UInt64 senderId, System.Single timestamp, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()
[Error : Unity Log] OverflowException: Writing past the end of the buffer
Stack trace:
Unity.Netcode.FastBufferWriter.WriteValueSafe (System.String s, System.Boolean oneByteChars) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
SmartDeposit.SmartDepositPlugin.SendMessageToAll (System.String payload) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.BroadcastRules () (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.OnRulesMessage (System.UInt64 sender, Unity.Netcode.FastBufferReader reader) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
Unity.Netcode.CustomMessagingManager.InvokeNamedMessage (System.UInt64 hash, System.UInt64 sender, Unity.Netcode.FastBufferReader reader, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NamedMessage.Handle (Unity.Netcode.NetworkContext& context) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.ReceiveMessage[T] (Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkContext& context, Unity.Netcode.NetworkMessageManager manager) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.HandleMessage (Unity.Netcode.NetworkMessageHeader& header, Unity.Netcode.FastBufferReader reader, System.UInt64 senderId, System.Single timestamp, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()
[Error : Unity Log] OverflowException: Writing past the end of the buffer
Stack trace:
Unity.Netcode.FastBufferWriter.WriteValueSafe (System.String s, System.Boolean oneByteChars) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
SmartDeposit.SmartDepositPlugin.SendMessageToAll (System.String payload) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.BroadcastRules () (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.OnRulesMessage (System.UInt64 sender, Unity.Netcode.FastBufferReader reader) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
Unity.Netcode.CustomMessagingManager.InvokeNamedMessage (System.UInt64 hash, System.UInt64 sender, Unity.Netcode.FastBufferReader reader, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NamedMessage.Handle (Unity.Netcode.NetworkContext& context) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.ReceiveMessage[T] (Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkContext& context, Unity.Netcode.NetworkMessageManager manager) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.HandleMessage (Unity.Netcode.NetworkMessageHeader& header, Unity.Netcode.FastBufferReader reader, System.UInt64 senderId, System.Single timestamp, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()
[Error : Unity Log] OverflowException: Writing past the end of the buffer
Stack trace:
Unity.Netcode.FastBufferWriter.WriteValueSafe (System.String s, System.Boolean oneByteChars) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
SmartDeposit.SmartDepositPlugin.SendMessageToAll (System.String payload) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.BroadcastRules () (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.OnRulesMessage (System.UInt64 sender, Unity.Netcode.FastBufferReader reader) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
Unity.Netcode.CustomMessagingManager.InvokeNamedMessage (System.UInt64 hash, System.UInt64 sender, Unity.Netcode.FastBufferReader reader, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NamedMessage.Handle (Unity.Netcode.NetworkContext& context) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.ReceiveMessage[T] (Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkContext& context, Unity.Netcode.NetworkMessageManager manager) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.HandleMessage (Unity.Netcode.NetworkMessageHeader& header, Unity.Netcode.FastBufferReader reader, System.UInt64 senderId, System.Single timestamp, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()
[Error : Unity Log] OverflowException: Writing past the end of the buffer
Stack trace:
Unity.Netcode.FastBufferWriter.WriteValueSafe (System.String s, System.Boolean oneByteChars) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
SmartDeposit.SmartDepositPlugin.SendMessageToAll (System.String payload) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.BroadcastRules () (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.OnRulesMessage (System.UInt64 sender, Unity.Netcode.FastBufferReader reader) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
Unity.Netcode.CustomMessagingManager.InvokeNamedMessage (System.UInt64 hash, System.UInt64 sender, Unity.Netcode.FastBufferReader reader, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NamedMessage.Handle (Unity.Netcode.NetworkContext& context) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.ReceiveMessage[T] (Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkContext& context, Unity.Netcode.NetworkMessageManager manager) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.HandleMessage (Unity.Netcode.NetworkMessageHeader& header, Unity.Netcode.FastBufferReader reader, System.UInt64 senderId, System.Single timestamp, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()
[Error : Unity Log] OverflowException: Writing past the end of the buffer
Stack trace:
Unity.Netcode.FastBufferWriter.WriteValueSafe (System.String s, System.Boolean oneByteChars) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
SmartDeposit.SmartDepositPlugin.SendMessageToAll (System.String payload) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.BroadcastRules () (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.OnRulesMessage (System.UInt64 sender, Unity.Netcode.FastBufferReader reader) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
Unity.Netcode.CustomMessagingManager.InvokeNamedMessage (System.UInt64 hash, System.UInt64 sender, Unity.Netcode.FastBufferReader reader, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NamedMessage.Handle (Unity.Netcode.NetworkContext& context) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.ReceiveMessage[T] (Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkContext& context, Unity.Netcode.NetworkMessageManager manager) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.HandleMessage (Unity.Netcode.NetworkMessageHeader& header, Unity.Netcode.FastBufferReader reader, System.UInt64 senderId, System.Single timestamp, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()
[Error : Unity Log] OverflowException: Writing past the end of the buffer
Stack trace:
Unity.Netcode.FastBufferWriter.WriteValueSafe (System.String s, System.Boolean oneByteChars) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
SmartDeposit.SmartDepositPlugin.SendMessageToAll (System.String payload) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.BroadcastRules () (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.OnRulesMessage (System.UInt64 sender, Unity.Netcode.FastBufferReader reader) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
Unity.Netcode.CustomMessagingManager.InvokeNamedMessage (System.UInt64 hash, System.UInt64 sender, Unity.Netcode.FastBufferReader reader, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NamedMessage.Handle (Unity.Netcode.NetworkContext& context) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.ReceiveMessage[T] (Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkContext& context, Unity.Netcode.NetworkMessageManager manager) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.HandleMessage (Unity.Netcode.NetworkMessageHeader& header, Unity.Netcode.FastBufferReader reader, System.UInt64 senderId, System.Single timestamp, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()
[Error : Unity Log] OverflowException: Writing past the end of the buffer
Stack trace:
Unity.Netcode.FastBufferWriter.WriteValueSafe (System.String s, System.Boolean oneByteChars) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
SmartDeposit.SmartDepositPlugin.SendMessageToAll (System.String payload) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.BroadcastRules () (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.OnRulesMessage (System.UInt64 sender, Unity.Netcode.FastBufferReader reader) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
Unity.Netcode.CustomMessagingManager.InvokeNamedMessage (System.UInt64 hash, System.UInt64 sender, Unity.Netcode.FastBufferReader reader, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NamedMessage.Handle (Unity.Netcode.NetworkContext& context) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.ReceiveMessage[T] (Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkContext& context, Unity.Netcode.NetworkMessageManager manager) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.HandleMessage (Unity.Netcode.NetworkMessageHeader& header, Unity.Netcode.FastBufferReader reader, System.UInt64 senderId, System.Single timestamp, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()
[Error : Unity Log] OverflowException: Writing past the end of the buffer
Stack trace:
Unity.Netcode.FastBufferWriter.WriteValueSafe (System.String s, System.Boolean oneByteChars) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
SmartDeposit.SmartDepositPlugin.SendMessageToAll (System.String payload) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.BroadcastRules () (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.OnRulesMessage (System.UInt64 sender, Unity.Netcode.FastBufferReader reader) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
Unity.Netcode.CustomMessagingManager.InvokeNamedMessage (System.UInt64 hash, System.UInt64 sender, Unity.Netcode.FastBufferReader reader, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NamedMessage.Handle (Unity.Netcode.NetworkContext& context) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.ReceiveMessage[T] (Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkContext& context, Unity.Netcode.NetworkMessageManager manager) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.HandleMessage (Unity.Netcode.NetworkMessageHeader& header, Unity.Netcode.FastBufferReader reader, System.UInt64 senderId, System.Single timestamp, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()
[Error : Unity Log] OverflowException: Writing past the end of the buffer
Stack trace:
Unity.Netcode.FastBufferWriter.WriteValueSafe (System.String s, System.Boolean oneByteChars) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
SmartDeposit.SmartDepositPlugin.SendMessageToAll (System.String payload) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.BroadcastRules () (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.OnRulesMessage (System.UInt64 sender, Unity.Netcode.FastBufferReader reader) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
Unity.Netcode.CustomMessagingManager.InvokeNamedMessage (System.UInt64 hash, System.UInt64 sender, Unity.Netcode.FastBufferReader reader, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NamedMessage.Handle (Unity.Netcode.NetworkContext& context) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.ReceiveMessage[T] (Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkContext& context, Unity.Netcode.NetworkMessageManager manager) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.HandleMessage (Unity.Netcode.NetworkMessageHeader& header, Unity.Netcode.FastBufferReader reader, System.UInt64 senderId, System.Single timestamp, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()
[Error : Unity Log] OverflowException: Writing past the end of the buffer
Stack trace:
Unity.Netcode.FastBufferWriter.WriteValueSafe (System.String s, System.Boolean oneByteChars) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
SmartDeposit.SmartDepositPlugin.SendMessageToAll (System.String payload) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.BroadcastRules () (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.OnRulesMessage (System.UInt64 sender, Unity.Netcode.FastBufferReader reader) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
Unity.Netcode.CustomMessagingManager.InvokeNamedMessage (System.UInt64 hash, System.UInt64 sender, Unity.Netcode.FastBufferReader reader, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NamedMessage.Handle (Unity.Netcode.NetworkContext& context) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.ReceiveMessage[T] (Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkContext& context, Unity.Netcode.NetworkMessageManager manager) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.HandleMessage (Unity.Netcode.NetworkMessageHeader& header, Unity.Netcode.FastBufferReader reader, System.UInt64 senderId, System.Single timestamp, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()
[Error : Unity Log] OverflowException: Writing past the end of the buffer
Stack trace:
Unity.Netcode.FastBufferWriter.WriteValueSafe (System.String s, System.Boolean oneByteChars) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
SmartDeposit.SmartDepositPlugin.SendMessageToAll (System.String payload) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.BroadcastRules () (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.OnRulesMessage (System.UInt64 sender, Unity.Netcode.FastBufferReader reader) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
Unity.Netcode.CustomMessagingManager.InvokeNamedMessage (System.UInt64 hash, System.UInt64 sender, Unity.Netcode.FastBufferReader reader, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NamedMessage.Handle (Unity.Netcode.NetworkContext& context) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.ReceiveMessage[T] (Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkContext& context, Unity.Netcode.NetworkMessageManager manager) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.HandleMessage (Unity.Netcode.NetworkMessageHeader& header, Unity.Netcode.FastBufferReader reader, System.UInt64 senderId, System.Single timestamp, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()
[Error : Unity Log] OverflowException: Writing past the end of the buffer
Stack trace:
Unity.Netcode.FastBufferWriter.WriteValueSafe (System.String s, System.Boolean oneByteChars) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
SmartDeposit.SmartDepositPlugin.SendMessageToAll (System.String payload) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.BroadcastRules () (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
SmartDeposit.SmartDepositPlugin.OnRulesMessage (System.UInt64 sender, Unity.Netcode.FastBufferReader reader) (at <0e30749f21ab4c79b6accb02b49e4b9e>:0)
Unity.Netcode.CustomMessagingManager.InvokeNamedMessage (System.UInt64 hash, System.UInt64 sender, Unity.Netcode.FastBufferReader reader, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NamedMessage.Handle (Unity.Netcode.NetworkContext& context) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.ReceiveMessage[T] (Unity.Netcode.FastBufferReader reader, Unity.Netcode.NetworkContext& context, Unity.Netcode.NetworkMessageManager manager) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
Unity.Netcode.NetworkMessageManager.HandleMessage (Unity.Netcode.NetworkMessageHeader& header, Unity.Netcode.FastBufferReader reader, System.UInt64 senderId, System.Single timestamp, System.Int32 serializedHeaderSize) (at <e565ec8e0e1240bf8bd5144b716453a1>:0)
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.NetworkMessageManager:HandleMessage(NetworkMessageHeader&, FastBufferReader, UInt64, Single, Int32)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue()
Unity.Netcode.NetworkManager:NetworkUpdate(NetworkUpdateStage)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage(NetworkUpdateStage)
Unity.Netcode.<>c:<CreateLoopSystem>b__0_0()