Animations broke in the middle of the 1v4. I've seen this happen before in my own games when I update the animation clip and reimport it while the game is running (with custom playable graphs), never happened in a build for me though.
Also, "2 to return to main menu" didn't restore my cursor.
Here's the logs:
```
NullReferenceException: Object reference not set to an instance of an object
at CharacterControllerBehaviour.HandleCombat () [0x00288] in <267283b3a0eb498fa9913587e5ca69ed>:0
at CharacterControllerBehaviour.MovementStates () [0x000af] in <267283b3a0eb498fa9913587e5ca69ed>:0
at CharacterControllerBehaviour.Update () [0x00017] in <267283b3a0eb498fa9913587e5ca69ed>:0
i am moving
i am moving
ArgumentException: Each item can only be used in one IndexedList at a time.
at Animancer.IndexedList`2[TItem,TIndexer].Add (TItem item) [0x00032] in <d2ceed881e3a485e952eb02a4de046d7>:0
at Animancer.AnimancerGraph.RequirePreUpdate (Animancer.IUpdatable updatable) [0x00000] in <d2ceed881e3a485e952eb02a4de046d7>:0
at Animancer.FadeGroup.StartFade () [0x0000a] in <d2ceed881e3a485e952eb02a4de046d7>:0
at Animancer.FadeGroup.StartFade (System.Single targetWeight, System.Single normalizedFadeSpeed) [0x00019] in <d2ceed881e3a485e952eb02a4de046d7>:0
at Animancer.AnimancerLayer.Play (Animancer.AnimancerState state, System.Single fadeDuration, Animancer.FadeMode mode) [0x000e2] in <d2ceed881e3a485e952eb02a4de046d7>:0
at Animancer.AnimancerLayer.Play (Animancer.ITransition transition, System.Single fadeDuration, Animancer.FadeMode mode) [0x00008] in <d2ceed881e3a485e952eb02a4de046d7>:0
at CharacterControllerBehaviour.HandleCombat () [0x000dd] in <267283b3a0eb498fa9913587e5ca69ed>:0
at CharacterControllerBehaviour.MovementStates () [0x000af] in <267283b3a0eb498fa9913587e5ca69ed>:0
at CharacterControllerBehaviour.Update () [0x00017] in <267283b3a0eb498fa9913587e5ca69ed>:0
```