Hi, I was just wondering if the same is being done for the Unity integration:
When building using the “Dedicated Server” option, and then running, I get the following error:
Fallback handler could not load library [REDACTED]/Build/Server/Contents/Frameworks/MonoEmbedRuntime/osx/libfmodstudio
DllNotFoundException: fmodstudio 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 <0efa03edb56042da9adc70753267a1f4>:0
at FMODUnity.RuntimeUtils.EnforceLibraryOrder () [0x00000] in <0efa03edb56042da9adc70753267a1f4>:0
at FMODUnity.StudioListener.OnEnable () [0x00000] in <0efa03edb56042da9adc70753267a1f4>:0
DllNotFoundException: fmodstudio 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 <0efa03edb56042da9adc70753267a1f4>:0
at FMODUnity.RuntimeUtils.EnforceLibraryOrder () [0x00000] in <0efa03edb56042da9adc70753267a1f4>:0
at FMODUnity.StudioBankLoader.Start () [0x00000] in <0efa03edb56042da9adc70753267a1f4>:0
DllNotFoundException: fmodstudio 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 <0efa03edb56042da9adc70753267a1f4>:0
at FMODUnity.RuntimeUtils.EnforceLibraryOrder () [0x00000] in <0efa03edb56042da9adc70753267a1f4>:0
at FMODUnity.RuntimeManager.get_Instance () [0x0007c] in <0efa03edb56042da9adc70753267a1f4>:0
Rethrow as SystemNotInitializedException: [FMOD] Initialization failed
at FMODUnity.RuntimeManager.get_Instance () [0x000af] in <0efa03edb56042da9adc70753267a1f4>:0
at FMODUnity.RuntimeManager.GetEventDescription (FMOD.GUID guid) [0x00000] in <0efa03edb56042da9adc70753267a1f4>:0
at FMODUnity.RuntimeManager.CreateInstance (FMOD.GUID guid) [0x00000] in <0efa03edb56042da9adc70753267a1f4>:0
at FMODUnity.RuntimeManager.CreateInstance (FMODUnity.EventReference eventReference) [0x00000] in <0efa03edb56042da9adc70753267a1f4>:0
at AudioPlayer.Start () [0x0001c] in <a8eac1b1f70a4f67bde4f2d774ba6da1>:0
NullReferenceException: Object reference not set to an instance of an object
at FMODUnity.RuntimeManager.Start () [0x00000] in <0efa03edb56042da9adc70753267a1f4>:0
ERROR: Shader TextMeshPro/Sprite shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
I think in this case, I can make use of the UNITY_SERVER
condition to not call into the integration, but I was just wondering if the same is being done on the internally to block any rouge calls.