Hello, we are experiencing the same errors with version 2.0 Unity integration.
We are choosing the Mulitple Platform Build option and if the pathing is set to relative these error occur but if set to absolute path, the errors seems to go away. Although this would not be desired since we are using version control (Plastic SCM)
We have tried to modified the EventManager.cs like suggested but it didn’t seem to help.
These are the errors we got from the console.
FMOD Studio: copy banks for platform Windows : copying banks from FMODAssets\Desktop to C:/Users/Metanaut/wkspaces/ruberg/Assets/StreamingAssets
UnityEngine.Debug:LogError(Object)
FMODUnity.EventManager:CopyToStreamingAssets() (at Assets/Plugins/FMOD/src/Editor/EventManager.cs:555)
FMODUnity.EventManager:OnCacheChange() (at Assets/Plugins/FMOD/src/Editor/EventManager.cs:597)
FMODUnity.EventManager:Update() (at Assets/Plugins/FMOD/src/Editor/EventManager.cs:609)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()
I stepped through the code and found that the pathway being generated for both the source and target was putting in a second full path instead of just the sub directory or file name. below are pictures on where I found the issue to stem from and how I fixed it.
Running latest download of FMOD Studio 2.0 and Unity integration, and getting this exact issue when trying to use local paths to the studio project.
The posted GitHub fix appears to be in this release and not resolving the issue.
@angelrobinson13 can you explain what’s going on in your fix? (I currently don’t see any subDir reference in EventManager)
It’s also 100% confirmed this is tied to trying to do relative paths to the studio project. If we use absolute, there’s no problem (unfortunately this make our version control not too happy)
I’m also having the same problem. I don’t know if it’s relevant but I built the banks locally before changing the build path in the same project to a relative path and then rebuilding again.
Hopefully this helps out a bit. I push the build the banks on the D: drive on my home computer, publish the updates. These screenshots are from my work computer. As of now, no audio gets through for anyone else on the team. I can see there is an additional D: at the end of the target path… Don’t know how to fix that.
It is possible that the bad paths have been serialized to the FMODStudioCache.asset, you can manually delete this and the integration will generate a new one with correct paths. Also make sure that cache isn’t checked into source control.