# Building to Android platform on a linux build server

**URL:** https://qa.fmod.com/t/building-to-android-platform-on-a-linux-build-server/22639
**Category:** Unity
**Created:** [February 27, 2025, 2:32am UTC](https://qa.fmod.com/t/building-to-android-platform-on-a-linux-build-server/22639 "2025-02-27T02:32:20Z")
**Posts on this page:** 2
**Page:** 1

<div class="post-metadata">

### Author: ![carl\_cf](https://avatars.discourse-cdn.com/v4/letter/c/51bf81/32.png) [@carl\_cf](https://qa.fmod.com/u/carl_cf)
#### Post date: [February 27, 2025, 2:32am UTC](https://qa.fmod.com/t/building-to-android-platform-on-a-linux-build-server/22639/1 "2025-02-27T02:32:20Z")

</div>

We are having trouble producing an Android build via our Linux build agents. Builds are being produced but when executed the bank file can not be found.

```auto
BankLoadException : [FMOD] Could not load bank 'file:///android_asset/Master.strings.bank' : ERR_FILE_NOTFOUND : File not found.
FMODUnity.RuntimeManager.RegisterLoadedBank (FMODUnity.RuntimeManager)
FMODUnity.RuntimeManager.LoadBank (FMODUnity.RuntimeManager)
FMODUnity.RuntimeManager.LoadBanks (FMODUnity.RuntimeManager)
FMODUnity.RuntimeManager.Initialize (FMODUnity.RuntimeManager)
FMODUnity.RuntimeManager.get_Instance (FMODUnity.RuntimeManager)
FMODUnity.RuntimeManager.get_StudioSystem (FMODUnity.RuntimeManager)
FMODUnity.StudioListener.AddListener (FMODUnity.StudioListener)
FMODUnity.RuntimeManager:Initialize (FMODUnity)
FMODUnity.RuntimeManager:get_Instance (FMODUnity)
FMODUnity.RuntimeManager:get_StudioSystem (FMODUnity)
FMODUnity.StudioListener:AddListener (FMODUnity)

```

When looking at the build logs this seems to be the underlying cause.

```auto
Fallback handler could not load library /opt/unity/Editor/Data/MonoBleedingEdge/lib/fmodstudioL
Fallback handler could not load library /opt/unity/Editor/Data/MonoBleedingEdge/lib/libfmodstudioL.so
Fallback handler could not load library /opt/unity/Editor/Data/MonoBleedingEdge/lib/libfmodstudioL.so
Fallback handler could not load library /opt/unity/Editor/Data/MonoBleedingEdge/lib/fmodstudioL
Fallback handler could not load library /opt/unity/Editor/Data/MonoBleedingEdge/lib/libfmodstudioL
Fallback handler could not load library /opt/unity/Editor/Data/MonoBleedingEdge/lib/libfmodstudioL.so
Fallback handler could not load library /opt/unity/Editor/Data/MonoBleedingEdge/lib/libfmodstudioL.so
Fallback handler could not load library /opt/unity/Editor/Data/MonoBleedingEdge/lib/libfmodstudioL
Fallback handler could not load library /opt/unity/Editor/Data/MonoBleedingEdge/lib/fmodstudioL
Fallback handler could not load library /opt/unity/Editor/Data/MonoBleedingEdge/lib/libfmodstudioL.so
Fallback handler could not load library /opt/unity/Editor/Data/MonoBleedingEdge/lib/libfmodstudioL.so
Fallback handler could not load library /opt/unity/Editor/Data/MonoBleedingEdge/lib/fmodstudioL
Fallback handler could not load library /opt/unity/Editor/Data/MonoBleedingEdge/lib/libfmodstudioL
Fallback handler could not load library /opt/unity/Editor/Data/MonoBleedingEdge/lib/libfmodstudioL.so
Fallback handler could not load library /opt/unity/Editor/Data/MonoBleedingEdge/lib/libfmodstudioL.so
Fallback handler could not load library /opt/unity/Editor/Data/MonoBleedingEdge/lib/libfmodstudioL
Build Task PostDependencyCallback failed with exception:
fmodstudioL assembly:<unknown assembly> type:<unknown type> member:(null)
  at (wrapper managed-to-native) FMOD.Memory.FMOD5_Memory_GetStats(int&,int&,bool)
  at FMOD.Memory.GetStats (System.Int32& currentalloced, System.Int32& maxalloced, System.Boolean blocking) [0x00000] in /home/jenkins/workspace/game-night_dev_jenkins/Assets/Plugins/FMOD/src/fmod.cs:992 
  at FMODUnity.RuntimeUtils.EnforceLibraryOrder () [0x00000] in /home/jenkins/workspace/game-night_dev_jenkins/Assets/Plugins/FMOD/src/RuntimeUtils.cs:538 
  at FMODUnity.EditorUtils.CreateSystem () [0x0000a] in /home/jenkins/workspace/game-night_dev_jenkins/Assets/Plugins/FMOD/src/Editor/EditorUtils.cs:529 
  at FMODUnity.EditorUtils.get_System () [0x0000c] in /home/jenkins/workspace/game-night_dev_jenkins/Assets/Plugins/FMOD/src/Editor/EditorUtils.cs:616 
  at FMODUnity.EventManager.UpdateCache () [0x00269] in /home/jenkins/workspace/game-night_dev_jenkins/Assets/Plugins/FMOD/src/Editor/EventManager.cs:178 
  at FMODUnity.EventManager.RefreshBanks () [0x00000] in /home/jenkins/workspace/game-night_dev_jenkins/Assets/Plugins/FMOD/src/Editor/EventManager.cs:32 
  at FMODUnity.EventManager.BuildTargetChanged () [0x00000] in /home/jenkins/workspace/game-night_dev_jenkins/Assets/Plugins/FMOD/src/Editor/EventManager.cs:1053 
  at FMODUnity.EventManager+<>c.<.cctor>b__15_0 () [0x00000] in /home/jenkins/workspace/game-night_dev_jenkins/Assets/Plugins/FMOD/src/Editor/EventManager.cs:570 
  at FMODUnity.BuildStatusWatcher.SetBuildInProgress (System.Boolean inProgress) [0x0003c] in /home/jenkins/workspace/game-night_dev_jenkins/Assets/Plugins/FMOD/src/Editor/EditorUtils.cs:1712 
  at FMODUnity.BuildStatusWatcher+<>c.<Startup>b__6_0 (UnityEditor.Build.Pipeline.Interfaces.IBuildParameters parameters, UnityEditor.Build.Pipeline.Interfaces.IDependencyData dependencyData) [0x00000] in /home/jenkins/workspace/game-night_dev_jenkins/Assets/Plugins/FMOD/src/Editor/EditorUtils.cs:1753 
  at UnityEditor.Build.Pipeline.BuildCallbacks.PostDependency (UnityEditor.Build.Pipeline.Interfaces.IBuildParameters buildParameters, UnityEditor.Build.Pipeline.Interfaces.IDependencyData dependencyData) [0x00008] in ./Library/PackageCache/com.unity.scriptablebuildpipeline@1.21.25/Editor/Shared/BuildCallbacks.cs:45 
  at UnityEditor.Build.Pipeline.Tasks.PostDependencyCallback.Run () [0x00000] in ./Library/PackageCache/com.unity.scriptablebuildpipeline@1.21.25/Editor/Tasks/PostDependencyCallback.cs:28 
  at UnityEditor.Build.Pipeline.BuildTasksRunner.Run (System.Collections.Generic.IList`1[T] pipeline, UnityEditor.Build.Pipeline.Interfaces.IBuildContext context) [0x0009d] in ./Library/PackageCache/com.unity.scriptablebuildpipeline@1.21.25/Editor/Shared/BuildTasksRunner.cs:56 
UnityEngine.StackTraceUtility:ExtractStackTrace () (at /home/bokken/build/output/unity/unity/Runtime/Export/Scripting/StackTrace.cs:37)
UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
UnityEngine.Logger:Log (UnityEngine.LogType,object)
UnityEngine.Debug:LogError (object)
UnityEditor.Build.Pipeline.Utilities.BuildLogger:LogError (string,object[]) (at ./Library/PackageCache/com.unity.scriptablebuildpipeline@1.21.25/Editor/Utilities/BuildLogger.cs:124)
UnityEditor.Build.Pipeline.BuildTasksRunner:Run (System.Collections.Generic.IList`1<UnityEditor.Build.Pipeline.Interfaces.IBuildTask>,UnityEditor.Build.Pipeline.Interfaces.IBuildContext) (at ./Library/PackageCache/com.unity.scriptablebuildpipeline@1.21.25/Editor/Shared/BuildTasksRunner.cs:63)
UnityEditor.Build.Pipeline.ContentPipeline:BuildAssetBundles (UnityEditor.Build.Pipeline.Interfaces.IBundleBuildParameters,UnityEditor.Build.Pipeline.Interfaces.IBundleBuildContent,UnityEditor.Build.Pipeline.Interfaces.IBundleBuildResults&,System.Collections.Generic.IList`1<UnityEditor.Build.Pipeline.Interfaces.IBuildTask>,UnityEditor.Build.Pipeline.Interfaces.IContextObject[]) (at ./Library/PackageCache/com.unity.scriptablebuildpipeline@1.21.25/Editor/ContentPipeline.cs:155)
UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptPackedMode:DoBuild<UnityEditor.AddressableAssets.Build.AddressablesPlayerBuildResult> (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput,UnityEditor.AddressableAssets.Build.DataBuilders.AddressableAssetsBuildContext) (at ./Library/PackageCache/com.unity.addressables@1.22.3/Editor/Build/DataBuilders/BuildScriptPackedMode.cs:339)
UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptPackedMode:BuildDataImplementation<UnityEditor.AddressableAssets.Build.AddressablesPlayerBuildResult> (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput) (at ./Library/PackageCache/com.unity.addressables@1.22.3/Editor/Build/DataBuilders/BuildScriptPackedMode.cs:130)
UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptBase:BuildData<UnityEditor.AddressableAssets.Build.AddressablesPlayerBuildResult> (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput) (at ./Library/PackageCache/com.unity.addressables@1.22.3/Editor/Build/DataBuilders/BuildScriptBase.cs:98)
UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContentImpl (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput,bool) (at ./Library/PackageCache/com.unity.addressables@1.22.3/Editor/Settings/AddressableAssetSettings.cs:2873)
UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContent (UnityEditor.AddressableAssets.Build.AddressablesPlayerBuildResult&,UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput) (at ./Library/PackageCache/com.unity.addressables@1.22.3/Editor/Settings/AddressableAssetSettings.cs:2836)
UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContent (UnityEditor.AddressableAssets.Build.AddressablesPlayerBuildResult&) (at ./Library/PackageCache/com.unity.addressables@1.22.3/Editor/Settings/AddressableAssetSettings.cs:2813)
AddressablesPlayerBuildProcessor:PrepareForPlayerbuild (UnityEditor.AddressableAssets.Settings.AddressableAssetSettings,UnityEditor.Build.BuildPlayerContext,bool) (at ./Library/PackageCache/com.unity.addressables@1.22.3/Editor/Build/AddressablesPlayerBuildProcessor.cs:101)
AddressablesPlayerBuildProcessor:PrepareForBuild (UnityEditor.Build.BuildPlayerContext) (at ./Library/PackageCache/com.unity.addressables@1.22.3/Editor/Build/AddressablesPlayerBuildProcessor.cs:80)
UnityEditor.Build.BuildPipelineInterfaces:PreparePlayerBuild (UnityEditor.Build.BuildPlayerContext) (at /home/bokken/build/output/unity/unity/Editor/Mono/BuildPipeline/BuildPipelineInterfaces.cs:490)
UnityEditor.BuildPipeline:PreparePlayerBuild (UnityEditor.BuildPlayerOptions) (at /home/bokken/build/output/unity/unity/Editor/Mono/BuildPipeline.bindings.cs:309)
UnityEditor.BuildPipeline:BuildPlayerInternal (string[],string,string,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,int,UnityEditor.BuildOptions,string[]) (at /home/bokken/build/output/unity/unity/Editor/Mono/BuildPipeline.bindings.cs:528)
UnityEditor.BuildPipeline:BuildPlayer (string[],string,string,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,int,UnityEditor.BuildOptions,string[]) (at /home/bokken/build/output/unity/unity/Editor/Mono/BuildPipeline.bindings.cs:393)
UnityEditor.BuildPipeline:BuildPlayer (UnityEditor.BuildPlayerOptions) (at /home/bokken/build/output/unity/unity/Editor/Mono/BuildPipeline.bindings.cs:339)

```

Unity Version: 2022.3.53f1  
FMOD Version: 2.03.02

I have attempted a reimport of the Unity FMOD package.

The only libraries that appear to be included for Linux are:

- Plugins\FMOD\platforms\linux\lib\x86\_64\libfmodstudio.so
- Plugins\FMOD\platforms\linux\lib\x86\_64\libresonanceaudio.so

Are there any dependencies that may be missing on our Linux build agent? Or any indication as to what might be the root cause?

---

<div class="post-metadata">

### Author: ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)
#### Post date: [March 3, 2025, 4:08am UTC](https://qa.fmod.com/t/building-to-android-platform-on-a-linux-build-server/22639/2 "2025-03-03T04:08:30Z")

</div>

Hi,

Thank you for the information.

> [@carl\_cf](#):
>
> Are there any dependencies that may be missing on our Linux build agent?

Yes, there should also be the `libfmodstudioL` file for Linux:

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/6/606787f0970444b72ae4bc77179c2ceca4d4348a.png)  
and Android:  
 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/4/41af8c747c862bcdd12af96c629e5ec271e6fcfb.png)

Are you using a headless Unity to build the project? If you are checking out the repo on the build machine it may be worth checking these files have not been ignored.
