AF.cs this is deprecated method. please use trackRichEvent instead. nothing is sent.

Failed to register for push notifications. Notifications may not be configured correctly. 

ApplyDeviceSafeArea only makes sense on a screen sized object....

WHOA, trying to watch a video while already trying to watch a video!

[LoopHorizontalScrollRect] unsupported GridLayoutGroup constraint

Solution is not bracketed within interval. Desired solution for fn_({0},{1}) = {2}

{0} is not in a sprite bank. Probably want to copy it into the hintSprites

GameOfWhales: Internal_OnSpecialOfferDisappeared: active offer not found

' already destroyed on application quit. Won't create again - returning null.

[Singleton] Something went really wrong  - there should never be more than 1 singleton! Reopening the scene might fix it.

You intitialized an ad object but have not yet called MobileAds.Initialize(). We highly recommend you call MobileAds.Initialize() before interacting with the Google Mobile Ads SDK.

Could not load custom native template
                        image asset as texture

[Achievement] id={0}, name={1}, desc={2}, type={3}, revealed={4}, unlocked={5}, steps={6}/{7}

Received method call on DummyClient - using stub implementation.

[LeaderboardScoreData: mId={0},  mStatus={1}, mApproxCount={2}, mTitle={3}]

[Invitation: InvitationType={0}, InvitationId={1}, Inviter={2}, Variant={3}]

[Participant: '{0}' (id {1}), status={2}, player={3}, connected={4}]

[TurnBasedMatch: mMatchId={0}, mData={1}, mCanRematch={2}, mSelfParticipantId={3}, mParticipants={4}, mPendingParticipantId={5}, mTurnStatus={6}, mMatchStatus={7}, mVariant={8}, mVersion={9}]

[VideoCapabilities: mIsCameraSupported={0}, mIsMicSupported={1}, mIsWriteStorageSupported={2}, mCaptureModesSupported={3}, mQualityLevelsSupported={4}]

[VideoCaptureState: mIsCapturing={0}, mCaptureMode={1}, mQualityLevel={2}, mIsOverlayVisible={3}, mIsPaused={4}]

 is less than or equal to 1. You might be trying to use values in the range of [0,1], while values are expected to be within the range [0,100]. If you are using the latter, you can safely ignore this message.

LoadAchievementDescriptions can only be called after authentication.

You must enable saved games before it can be used. See PlayGamesClientConfiguration.Builder.EnableSavedGames.

Server Auth Code and ID Token require web clientId to configured.

Error retrieving achievements - check the log for more information. Failing signin.

Invoking callbacks, AuthState changed from silentPending to Unauthenticated.

Friends list did not load successfully.  Disabling loading until re-authenticated

Encountered milestone that was not generated by this IQuestClient

Quest UI succeeded without a quest acceptance or milestone claim.

Received attempt to create a new room without cleaning up the old one.

Application is pausing, which disconnects the RTMP  client.  Leaving room.

Received attempt to accept invitation without cleaning up active session.

Received an attempt to create a room after the session was already torn down!

.GetConnectedParticipants: Returning empty connected participants

Received request to leave room during room creation, aborting creation.

Participants disconnected during room setup, failing. Participants were: 

Room reached active state with unknown participant for the player

Room creation failed since we could not find invitation with ID 

Encountered metadata that was not generated by this ISavedGameClient

Caller attempted to choose a version of the metadata that was not part of the conflict

Attempted to update a stale version of the match. Expected version was {0} but current version is {1}.

Located match {0} but desired participant with ID {1} could not be found

Attempted to override existing results for participant {0}: Placing {1}, Result {2}

Error encountered executing InternalShowAllUICallback. Smothering to avoid passing exception into Native: 

Error encountered executing InternalOnCaptureOverlayStateChangedCallback. Smothering to avoid passing exception into Native: 

Error encountered executing InternalAuthFinishedCallback. Smothering to avoid passing exception into Native: 

Error encountered executing InternalAuthStartedCallback. Smothering to avoid passing exception into Native: 

Error encountered executing InternalOnTurnBasedMatchEventCallback. Smothering to avoid passing exception into Native: 

Error encountered executing InternalOnMultiplayerInvitationEventCallback. Smothering to avoid passing exception into Native: 

There was an error creating a GameServices object. Check for log errors from GamesNativeSDK

Error encountered executing NativeEndpointDiscoveryListenerHelper#InternalOnEndpointLostCallback. Smothering to avoid passing exception into Native: 

[NativeEvent: Id={0}, Name={1}, Description={2}, ImageUrl={3}, CurrentCount={4}, Visibility={5}]

Error encountered executing NativeMessageListenerHelper#InternalOnMessageReceivedCallback. Smothering to avoid passing exception into Native: 

Error encountered executing NativeMessageListenerHelper#InternalOnDisconnectedCallback. Smothering to avoid passing exception into Native: 

[NativeQuest: Id={0}, Name={1}, Description={2}, BannerUrl={3}, IconUrl={4}, State={5}, StartTime={6}, ExpirationTime={7}, AcceptedTime={8}]

[NativeQuestMilestone: Id={0}, EventId={1}, QuestId={2}, CurrentCount={3}, TargetCount={4}, State={5}]

[NativeSnapshotMetadata: IsOpen={0}, Filename={1}, Description={2}, CoverImageUrl={3}, TotalTimePlayed={4}, LastModifiedTimestamp={5}]

Error encountered executing NearbyConnectionsManagerBuilder#InternalOnInitializationFinishedCallback. Smothering exception: 

Error encountered executing InternalOnDataReceived. Smothering to avoid passing exception into Native: 

Error encountered executing InternalLeaveRoomCallback. Smothering to avoid passing exception into Native: 

Entering internal callback for InternalSendReliableMessageCallback 

Error encountered executing InternalSendReliableMessageCallback. Smothering to avoid passing exception into Native: 

Error encountered executing InternalMultiplayerStatusCallback. Smothering to avoid passing exception into Native: 

OpSetPropertiesOfActor not sent. ActorNr must be > 0 and actorProperties != null.

Error calling OpAuthenticate! Did not work. Check log output, AuthValues and if you're connected.

OpAuthenticate() failed. When you want Custom Authentication encryption is mandatory.

Expected protocol set to UDP, due to encryption mode DatagramEncryption. Changing protocol in PhotonServerSettings from: 

AuthenticationValues UserId: {0}, GetParameters: {1} Token available: {2}

Ignoring Connect() because app gets closed. If this is an error, check PhotonHandler.AppQuits.

Connect() failed. Can't connect while disconnecting (still). Current state: 

Using WebSocket to connect NameServer (AuthMode is AuthOnceWss).

Using PhotonServerSettings.Protocol when leaving the NameServer (AuthMode is AuthOnceWss): 

Can't execute Disconnect() while not connected. Nothing changed. State: {0}

LocalPlayer is null or not in mActors! LocalPlayer: {0} mActors==null: {1} newID: {2}

It seems some instantiation is not completed, as instantiation data is used. You should make sure instantiations are paused when calling this method. Cleaning now, despite this.

Create failed on GameServer. Changing back to MasterServer. Msg: 

Most likely the game became empty during the switch to GameServer.

 failed in a server-side plugin. Check the configuration in the Dashboard. Message from server-plugin: 

 could not be executed (yet). Wait for state JoinedLobby or ConnectedToMaster and their callbacks before calling operations. WebRPCs need a server-side configuration. Enum OperationCode helps identify the operation.

The appId this client sent is unknown on the server (Cloud). Check settings. If using the Cloud, check account.

JoinRandom failed: No open game. Calling: OnPhotonRandomJoinFailed() and staying on master server.

JoinRoom failed (room maybe closed by now). Client stays on masterserver: {0}. State: {1}

Custom Authentication failed (either due to user-input or configuration or AuthParameter string format). Calling: OnCustomAuthenticationFailed()

FindFriends failed to apply the result, as a required value wasn't provided or the friend list length differed from result.

If you host Photon yourself, make sure to start the 'Instance LoadBalancing' 

Skipping region because it's not in PhotonServerSettings.EnabledRegions: 

The region arrays from Name Server are not ok. Must be non-null and same length. 

Currently, the limit of users is reached for this title. Try again later. Disconnecting

The authentication ticket expired. You need to connect (and authenticate) again. Disconnecting.

The used master server address is not available with the subscription currently used. Got to Photon Cloud Dashboard or change URL. Disconnecting.

Received your NickName from server. Updating local value to: {0}

The server address is 127.0.0.1 (localhost): Make sure the server is running on this machine. Android and iOS emulators have their own localhost.

This might be a misconfiguration in the game server config. You need to edit it to a (public) address.

Warning: Unhandled Event ErrorInfo (251). Set PhotonNetwork.OnEventCall to the method PUN should call for this event.

Can't find PhotonView of incoming OwnershipRequest. ViewId not found: 

Ev Destroy Failed. Could not find PhotonView with instantiationId 

SetupEncryption() called but ignored. Not XB1 compiled. EncryptionData: 

]. Please verify you have this gameobject in a Resources folder.

Error in Instantiation! The resource's PhotonView count is not the same as in incoming data.

Failed to 'network-remove' GameObject because has no PhotonView components: 

Failed to 'network-remove' GameObject. Client is neither owner nor masterClient taking over for owner who left: 

Failed to 'network-remove' GameObject because it is missing a valid InstantiationId on view: 

PhotonView ID duplicate found: {0}. New: {1} old: {2}. Maybe one wasn't destroyed on scene load?! Check for 'DontDestroyOnLoad'. Destroying old entry, adding new.

PhotonView register is ignored, because viewID is 0. No id assigned yet to: 

Error: PhotonNetwork.SetInterestGroups was called with an illegal group number: 

PhotonView with ID {0} wasn't properly unregistered! Please report this case to developer@photonengine.com

. We have no such PhotonView! Ignored this if you're leaving a room. State: 

] as we haven't received a full packet for delta compression yet. This is OK if it happens for the first few frames after joining a game.

Error: you cannot write/send to this stream that you are reading!

No regions available. Are you sure your appid is valid and setup?

Setting autoCleanUpPlayerObjects while in a room is not supported.

Error: Can not set the OnSerialize rate higher than the overall SendRate.

Can't change CrcCheckEnabled while being connected. CrcCheckEnabled stays 

ConnectUsingSettings() failed. Can only connect while in state 'Disconnected'. Current state: 

Can't connect: Loading settings failed. ServerSettings asset must be in any 'Resources' folder as: PhotonServerSettings

You did not select a Hosting Type in your PhotonServerSettings. Please set it up or don't use ConnectUsingSettings().

ConnectUsingSettings() disabled the offline mode. No longer offline.

ConnectToMaster() failed. Can only connect while in state 'Disconnected'. Current state: 

ConnectToMaster() enabled isMessageQueueRunning. Needs to be able to dispatch incoming messages.

Reconnect() failed. It seems the client wasn't connected before?! Current state: 

Reconnect() failed. Can only connect while in state 'Disconnected'. Current state: 

Reconnect() enabled isMessageQueueRunning. Needs to be able to dispatch incoming messages.

ReconnectAndRejoin() failed. Can only connect while in state 'Disconnected'. Current state: 

ReconnectAndRejoin() disabled the offline mode. No longer offline.

ReconnectAndRejoin() failed. It seems the client wasn't connected to a game server before (no address).

ReconnectAndRejoin() enabled isMessageQueueRunning. Needs to be able to dispatch incoming messages.

ReconnectAndRejoin() failed. It seems the client doesn't have any previous room to re-join.

ConnectToBestCloudServer() failed. Can only connect while in state 'Disconnected'. Current state: 

ConnectToRegion() failed. Can only connect while in state 'Disconnected'. Current state: 

Can't connect: ServerSettings asset must be in any 'Resources' folder as: PhotonServerSettings

Cannot send messages when not connected. Either connect to Photon OR use offline mode!

CreateRoom failed. In offline mode you still have to leave a room to enter another.

CreateRoom failed. Client is not on Master Server or not yet ready to call operations. Wait for callback: OnJoinedLobby or OnConnectedToMaster.

JoinRoom failed. In offline mode you still have to leave a room to enter another.

JoinRoom failed. A roomname is required. If you don't know one, how will you join?

JoinRoom failed. Client is not on Master Server or not yet ready to call operations. Wait for callback: OnJoinedLobby or OnConnectedToMaster.

JoinOrCreateRoom failed. In offline mode you still have to leave a room to enter another.

JoinOrCreateRoom failed. A roomname is required. If you don't know one, how will you join?

JoinOrCreateRoom failed. Client is not on Master Server or not yet ready to call operations. Wait for callback: OnJoinedLobby or OnConnectedToMaster.

JoinRandomRoom failed. In offline mode you still have to leave a room to enter another.

JoinRandomRoom failed. Client is not on Master Server or not yet ready to call operations. Wait for callback: OnJoinedLobby or OnConnectedToMaster.

ReJoinRoom failed. A roomname is required. If you don't know one, how will you join?

ReJoinRoom failed. Client is not on Master Server or not yet ready to call operations. Wait for callback: OnJoinedLobby or OnConnectedToMaster.

PhotonNetwork.room is null. You don't have to call LeaveRoom() when you're not in one. State: 

RaiseEvent() failed. Your event is not being sent! Check if your are in a Room and the eventCode must be less than 200 (0..199).

Only the Master Client can AllocateSceneViewID(). Check PhotonNetwork.isMasterClient!

AllocateViewID() failed. User {0} is out of subIds, as all viewIDs are used.

AllocateViewID() failed. Room (user {0}) is out of 'scene' viewIDs. It seems all available are in use.

UnAllocateViewID() should be called after the PhotonView was destroyed (GameObject.Destroy()). ViewID: {0} still found in: {1}

. Verify the Prefab is in a Resources folder (and not in a subfolder)

Destroy(targetPhotonView) failed, cause targetPhotonView is null.

DestroyPlayerObjects() failed, cause parameter 'targetPlayer' was null.

DestroyPlayerObjects() failed, cause players can only destroy their own GameObjects. A Master Client can destroy anyone's. This is master: 

Couldn't call DestroyAll() as only the master client is allowed to call this.

Error; Only the MasterClient can call RemoveRPCs for other players.

RPC can't be sent to target PhotonPlayer being null! Did not send "

ping: {6}[+/-{7}]ms resent:{8} 

max ms between
send: {0,4} 
dispatch: {1,4} 

longest dispatch for: 
ev({3}):{2,3}ms 
op({5}):{4,3}ms

The number of objects sent via a PhotonStreamQueue has to be the same each frame

' got destroyed by engine. This is OK when loading levels. Otherwise use: PhotonNetwork.Destroy().

) of this PhotonView does not implement OnPhotonSerializeView()!

Update() was called by Unity. Scene is loaded. Let's connect to the Photon Master Server. Calling: PhotonNetwork.ConnectUsingSettings();

OnConnectedToMaster() was called by PUN. Now this client is connected and could join a room. Calling: PhotonNetwork.JoinRandomRoom();

OnJoinedLobby(). This client is connected and does get a room-list, which gets stored as PhotonNetwork.GetRoomList(). This script now calls: PhotonNetwork.JoinRandomRoom();

OnPhotonRandomJoinFailed() was called by PUN. No random room available, so we create one. Calling: PhotonNetwork.CreateRoom(null, new RoomOptions() {maxPlayers = 4}, null);

OnJoinedRoom() called by PUN. Now this client is in a room. From here on, your game would be running. For reference, all callbacks are listed in enum: PhotonNetworkingMessage

There are too many cells created by your subdivision options. Maximum allowed number of cells is 

Existing instance of PlayerRoomIndexing found. Only One instance is required at the most. Please correct and have only one at any time.

 is not observed by this object's photonView! OnPhotonSerializeView() in this class won't be used.

SendPrivateMessage called while not connected to front end server.

Chat Operation {0} unknown on server. Check your AppId and make sure it's for a Chat application.

Error calling OpAuthenticate! Did not work. Check log output, AuthValues and if you're connected. State: 

Can't authenticate on front end server. Authentication Values are not set

name={0} type={1} trig_r={2} fx_r={3} dmg_t={4} dmg={5} dur={6} freq={7}

name={0} p_name={1} life_t={2} disarm_t={3} disarm_r={4} d_motion={5} e_name={6}

Illegal hint index '{0}', for role {1}: should be in range [0,{2}]

☭ AssemblePlayerList: Incorrect number of players in MatchResponse

☭ AssemblePlayerList: Incorrect number of players in MatchResponse, expected {1} got {0} ({2} players, {3} personas)

InvokeAreaEffectEnterOnOwner: send attempted to non-root effector

InvokeAreaEffectEnterOnOwner: send attempted from non-authoritative client

InvokeAreaEffectExitOnOwner: send attempted to non-root effector

InvokeAreaEffectExitOnOwner: send attempted from non-authoritative client

APPSFLYER_DEV_KEY is not set: do not enter production in this state.

'{0}' contains a duplicate key {1}.
 value: '{2}', duplicate: '{3}

	Device Id: <deviceid>
	Name: <playername>
	User id: <playerid>
	DDNA id: <ddnaid>
	IAPs: <iaps>
	IAPamount: <iapamount>
	Social Id: <socialid>
	Game Version: <gameversion>
	Platform: <deviceplatform>
	Device Model: <devicemodel>
	OS Version: <osversion>
	Session ID: <sessionid>

AppsFlyerDeepLinkHandler:OnConversionData (1st launch/ attempt {0}) got: {1}.

AppsFlyerDeepLinkHandler failed to register promo event: Code missing.

AppsFlyerDeepLinkHandler promo event stored: Code '{0}' - ExtraData '{1}'.

IAB: iap finish complete, evid={1}, finishInProgress={2}, err={3}, needRetry={4}

WTChannel: cannot begin transmission before the handshaking is over

PlayMusic: attempt to query something other than an outro: {0} {1}

Example <sprite=2> of using <sprite=7> <#ffa000>Graphics Inline</color> <sprite=5> with Text in <font="Bangers SDF" material="Bangers SDF - Drop Shadow">TextMesh<#40a0ff>Pro</color></font><sprite=0> and Unity<sprite=1>

Example <sprite=2> of using <sprite=7> <#ffa000>Graphics Inline</color> <sprite=5> with Text in <font="Bangers SDF" material="Bangers SDF - Drop Shadow">TextMesh<#40a0ff>Pro</color></font><sprite=0> and Unity<sprite=2>

Camera Control - <#ffff00>Shift + RMB
</color>Zoom - <#ffff00>Mouse wheel.

The Zendesk SDK needs to be inititalized with a Unity GameObject.