Direct3D:
    Version:  Direct3D 9.0c [nv4_disp.dll 6.14.12.9610]
    Renderer: NVIDIA GeForce 9600 GT
    Vendor:   NVIDIA
    VRAM:     1024 MB (via registry)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 DF24=0 INTZ=1 RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0
desktop: 1680x1050 60Hz; virtual: 1680x1050 at 0,0
<I> Initializing (RawInput).

<RI> Input initialized.

Non platform assembly: data-03506170 (this message is harmless)
Non platform assembly: data-04900048 (this message is harmless)
Non platform assembly: data-04970050 (this message is harmless)
Non platform assembly: data-0356DFF8 (this message is harmless)
Non platform assembly: data-049C2528 (this message is harmless)
Non platform assembly: data-03578008 (this message is harmless)
Platform assembly: E:\测试结果\Gutterball\Gutterball_Data\Managed\UnityScript.Lang.dll (this message is harmless)
Platform assembly: E:\测试结果\Gutterball\Gutterball_Data\Managed\Boo.Lang.dll (this message is harmless)
A script behaviour has a different serialization layout when loading. (Read 64 bytes but expected 68 bytes)
Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
 
(Filename: C:/BuildAgent/work/842f9557127e852/Runtime/Serialize/SerializedFile.cpp Line: 812)

Checking if first time starting
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
Intro:CheckFirstTime()
Intro:Awake()
 
(Filename: C:/BuildAgent/work/842f9557127e852/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 34)

LoadSplashScreens
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
Intro:LoadSplashScreens()
Intro:Awake()
 
(Filename: C:/BuildAgent/work/842f9557127e852/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 34)

file exists E:\测试结果\Gutterball\branding\splash1.jpg   False
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
Intro:LoadSplashScreens()
Intro:Awake()
 
(Filename: C:/BuildAgent/work/842f9557127e852/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 34)

file exists E:\测试结果\Gutterball\branding\splash2.jpg   True
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
Intro:LoadSplashScreens()
Intro:Awake()
 
(Filename: C:/BuildAgent/work/842f9557127e852/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 34)

2
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
Intro:LoadSplashScreens()
Intro:Awake()
 
(Filename: C:/BuildAgent/work/842f9557127e852/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 34)

LoadTex 0 file://E:\测试结果\Gutterball\branding\splash1.png
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
Intro:LoadTexture(Int32, String)
Intro:LoadSplashScreens()
Intro:Awake()
 
(Filename: C:/BuildAgent/work/842f9557127e852/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 34)

LoadTex 1 file://E:\测试结果\Gutterball\branding\splash2.jpg
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
Intro:LoadTexture(Int32, String)
Intro:LoadSplashScreens()
Intro:Awake()
 
(Filename: C:/BuildAgent/work/842f9557127e852/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 34)

Start Splash
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
Intro:DoSplash()
Intro:Update()
 
(Filename: C:/BuildAgent/work/842f9557127e852/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 34)

Skipped rendering frame because GfxDevice is in invalid state (device lost)
 
(Filename: C:/BuildAgent/work/842f9557127e852/Runtime/Misc/Player.cpp Line: 1466)

Skipped rendering frame because GfxDevice is in invalid state (device lost)
 
(Filename: C:/BuildAgent/work/842f9557127e852/Runtime/Misc/Player.cpp Line: 1466)

Skipped rendering frame because GfxDevice is in invalid state (device lost)
 
(Filename: C:/BuildAgent/work/842f9557127e852/Runtime/Misc/Player.cpp Line: 1466)

