I’ve traced the problem (I’m using cloud build with game-ci)
BuildStatusWatcher.Startup()
doesn’t call during cloud build, so bank stubs aren’t replaced with real assets, because event of addressables build isn’t caught properly by fmod.
I’ve tried to move this setup call from:
EditorUtils.CallStartupMethodsWhenReady()
to:
EditorUtils.Startup()
And this fix cloud build.
I don’t know how it should work but the fact:
- unity rise build event
- fmod editor utils hasn’t subscribed at that moment it occurs