# DllNotFoundException: fmodstudio on Mac

**URL:** <https://qa.fmod.com/t/dllnotfoundexception-fmodstudio-on-mac/16483>\
**Category:** Unity\
**Created:** [November 27, 2020, 9:23am UTC](https://qa.fmod.com/t/dllnotfoundexception-fmodstudio-on-mac/16483 "2020-11-27T09:23:31Z")\
**Posts on this page:** 4\
**Page:** 2

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**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:** [May 8, 2025, 12:39am UTC](https://qa.fmod.com/t/dllnotfoundexception-fmodstudio-on-mac/16483/21 "2025-05-08T00:39:03Z")

</div>

Hi,

Thank you for the information and bringing this to our attention.

Testing both the package from our [downloads](https://fmod.com/download) and the Unity package manger it was set to `Any CPU`

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/7/75c2a5ef513df217a5f354555bd61f6aa3a9c7d1.png)

Is there anything I could be missing?

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<div class="post-metadata">

**Author:** ![charliehess](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/charliehess/32/6731_2.png) [@charliehess](https://qa.fmod.com/u/charliehess)\
**Post date:** [May 10, 2025, 12:59am UTC](https://qa.fmod.com/t/dllnotfoundexception-fmodstudio-on-mac/16483/22 "2025-05-10T00:59:39Z")

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Same issue as @ikvant. In our case we upgraded from 2.02 to 2.03 and ran into this: Mac builds completely inoperable.

Sweet summer child: do you think devs read upgrade checklists? No—they have work to do. They won’t read anything until they’re forced to, by a breakage like this. This kind of housekeeping should be handled during the upgrade, in a first time run script, or some kind of utility helper panel that can perform sanity sweeps for issues like this. Big Expensive Assets often come bundled with utility panels that automate tasks like this, so they can avoid forum maintenance on a case by case basis. (:

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<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:** [May 14, 2025, 11:07pm UTC](https://qa.fmod.com/t/dllnotfoundexception-fmodstudio-on-mac/16483/23 "2025-05-14T23:07:07Z")

</div>

Hi,

I am still unable to reproduce the issue. I installed 2.02 from the Unity package manager, then updated to 2.03 and it points towards `Any CPU`.

Could I get some reproduction steps?

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<div class="post-metadata">

**Author:** ![RedGlow1](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/redglow1/32/8640_2.png) [@RedGlow1](https://qa.fmod.com/u/RedGlow1)\
**Post date:** [June 10, 2025, 8:18pm UTC](https://qa.fmod.com/t/dllnotfoundexception-fmodstudio-on-mac/16483/24 "2025-06-10T20:18:19Z")

</div>

Hi! Just chiming in to say that I had the same problem in a project. In this case, I installed 2.03 directly. From source control, it seems like this was the initial setting of the fmodstudioL.bundle.meta from the moment I installed FMOD in the project:

```auto
fileFormatVersion: 2
guid: a54932fee6765bd4da979192255d0357
PluginImporter:
  externalObjects: {}
  serializedVersion: 3
  iconMap: {}
  executionOrder: {}
  defineConstraints: []
  isPreloaded: 0
  isOverridable: 0
  isExplicitlyReferenced: 0
  validateReferences: 1
  platformData:
    Any:
      enabled: 0
      settings: {}
    Editor:
      enabled: 1
      settings:
        CPU: AnyCPU
        DefaultValueInitialized: true
        OS: OSX
    OSXUniversal:
      enabled: 1
      settings: {}
  userData: 
  assetBundleName: 
  assetBundleVariant:

```

And after setting to “Any CPU”, the bundle file changed to:

```auto
fileFormatVersion: 2
guid: a54932fee6765bd4da979192255d0357
PluginImporter:
  externalObjects: {}
  serializedVersion: 3
  iconMap: {}
  executionOrder: {}
  defineConstraints: []
  isPreloaded: 0
  isOverridable: 0
  isExplicitlyReferenced: 0
  validateReferences: 1
  platformData:
    Android:
      enabled: 0
      settings:
        AndroidLibraryDependee: UnityLibrary
        AndroidSharedLibraryType: Executable
        CPU: ARMv7
    Any:
      enabled: 0
      settings:
        Exclude Android: 1
        Exclude Editor: 0
        Exclude Linux64: 1
        Exclude OSXUniversal: 0
        Exclude WebGL: 1
        Exclude Win: 1
        Exclude Win64: 1
    Editor:
      enabled: 1
      settings:
        CPU: AnyCPU
        DefaultValueInitialized: true
        OS: OSX
    Linux64:
      enabled: 0
      settings:
        CPU: x86_64
    OSXUniversal:
      enabled: 1
      settings:
        CPU: AnyCPU
    Win:
      enabled: 0
      settings:
        CPU: x86
    Win64:
      enabled: 0
      settings:
        CPU: None
  userData: 
  assetBundleName: 
  assetBundleVariant: 

```

And at this point, the development build worked correctly.

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