Errors when generating Remote Build, with Github Actions using Game CI

I have a project that I’m using FMOD, I configured the CI for the game to compile in the cloud automatically, the game compiles correctly and deploys automatically to Steam, but the project is always without audio.

Already tried:
Different Import Type:
FMOD Studio Project
and
Single Platform Build

Because of my little experience, I don’t have the slightest idea of ​​how to fix it, I would like ideas and suggestions of what I can try or test to be able to fix it and make it work.

Blockquote```
[IAP Manager]: Define is disabled!
[Steamworks.NET] SteamAPI_Init() failed. Refer to Valve’s documentation or the comment above this line for more information.
[FMOD] System::lookupID(event:/mus/mus_menu_editor_gameplay, 0000004932CEE630:{00000000-0000-0000-0000-000000000000}) returned ERR_EVENT_NOTFOUND for STUDIO_SYSTEM (0x1FFF1F).
NullReferenceException: Object reference not set to an instance of an object
at SlimUI.Vivid.CheckNavigationSettings.SetNavigationToNone () [0x00018] in :0
at SlimUI.Vivid.UI_Manager_Vivid.ChangePlatform (System.Int32 plat) [0x00070] in :0
at SlimUI.Vivid.UI_Manager_Vivid.Start () [0x0007c] in :0

[FMOD] System::lookupID(event:/sfx/menu/sfx_ui_click, 0000004932CEE430:{00000000-0000-0000-0000-000000000000}) returned ERR_EVENT_NOTFOUND for STUDIO_SYSTEM (0x1FFF1F).
EventNotFoundException: [FMOD] Event not found ‘event:/sfx/menu/sfx_ui_click’
at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00015] in :0
at FMODUnity.StudioEventEmitter.Lookup () [0x00000] in :0
at FMODUnity.StudioEventEmitter.Play () [0x00037] in :0
at UISoundController.Click () [0x00000] in :0
at UnityEngine.Events.InvokableCall.Invoke () [0x00010] in <575f5a6df3f64a739d793620c2cb7465>:0
at UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) [0x00049] in <575f5a6df3f64a739d793620c2cb7465>:0
at UnityEngine.EventSystems.EventTrigger.Execute (UnityEngine.EventSystems.EventTriggerType id, UnityEngine.EventSystems.BaseEventData eventData) [0x0003a] in :0
at UnityEngine.EventSystems.EventTrigger.OnSelect (UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in :0
at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.ISelectHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in :0

I updated FMOD Unity to version 2.02.11 in the local build, the project compiles correctly, but the remote version is showing an error.

UnityException: Creating asset at path Assets/Plugins/FMOD/Resources/FMODStudioSettings.asset failed.

at (wrapper managed-to-native) UnityEditor.AssetDatabase.CreateAsset(UnityEngine.Object,string)
  at FMODUnity.EditorSettings.CreateSettingsAsset (System.String assetName) [0x00028] in /github/workspace/Assets/Plugins/FMOD/src/Editor/EditorSettings.cs:69 
  at FMODUnity.Settings.Initialize () [0x0007f] in /github/workspace/Assets/Plugins/FMOD/src/Settings.cs:280 
  at FMODUnity.Settings.get_Instance () [0x00009] in /github/workspace/Assets/Plugins/FMOD/src/Settings.cs:255 
  at FMODUnity.EditorSettings.CanBuildTarget (UnityEditor.BuildTarget target, FMODUnity.Platform+BinaryType binaryType, System.String& error) [0x00000] in /github/workspace/Assets/Plugins/FMOD/src/Editor/EditorSettings.cs:444 
  at FMODUnity.EditorSettings.CheckActiveBuildTarget () [0x00016] in /github/workspace/Assets/Plugins/FMOD/src/Editor/EditorSettings.cs:662 
  at FMODUnity.Settings.OnEnable () [0x00169] in /github/workspace/Assets/Plugins/FMOD/src/Settings.cs:622

I updated FMOD Unity to version 2.02.11 in the local build, the project compiles correctly, but the remote version is showing an error.

UnityException: Creating asset at path Assets/Plugins/FMOD/Resources/FMODStudioSettings.asset failed.

at (wrapper managed-to-native) UnityEditor.AssetDatabase.CreateAsset(UnityEngine.Object,string)
at FMODUnity.EditorSettings.CreateSettingsAsset (System.String assetName) [0x00028] in /github/workspace/Assets/Plugins/FMOD/src/Editor/EditorSettings.cs:69
at FMODUnity.Settings.Initialize () [0x0007f] in /github/workspace/Assets/Plugins/FMOD/src/Settings.cs:280
at FMODUnity.Settings.get_Instance () [0x00009] in /github/workspace/Assets/Plugins/FMOD/src/Settings.cs:255
at FMODUnity.EditorSettings.CanBuildTarget (UnityEditor.BuildTarget target, FMODUnity.Platform+BinaryType binaryType, System.String& error) [0x00000] in /github/workspace/Assets/Plugins/FMOD/src/Editor/EditorSettings.cs:444
at FMODUnity.EditorSettings.CheckActiveBuildTarget () [0x00016] in /github/workspace/Assets/Plugins/FMOD/src/Editor/EditorSettings.cs:662
at FMODUnity.Settings.OnEnable () [0x00169] in /github/workspace/Assets/Plugins/FMOD/src/Settings.cs:622

Hi, sorry for the late reply.

I haven’t been able to reproduce your issue exactly, but I can provide some suggestions.

FMOD assigns everything it a project a globally unique identifier, or GUID for short. [FMOD] System::lookupID(event:/mus/mus_menu_editor_gameplay, 0000004932CEE630:{00000000-0000-0000-0000-000000000000}) returned ERR_EVENT_NOTFOUND for STUDIO_SYSTEM (0x1FFF1F). not only indicates that FMOD wasn’t able to find the event in question, but a GUID of {00000000-0000-0000-0000-000000000000} also indicates that your banks, in particular your Master bank, isn’t being loaded.

Similarly, UnityException: Creating asset at path Assets/Plugins/FMOD/Resources/FMODStudioSettings.asset failed. indicates that there’s an error with your FMOD Settings in Unity, and as a result the asset that contains the settings cannot be created. This can be caused by being unable to find banks at the Build Path specified in your FMOD Settings.

Can you please confirm a few things for me?

  • Are your built banks uploaded to the same directory in your remote repo as they are in your local copy?
  • Are you running into an [FMOD] RuntimeBankModel::openFile : Failed to open file error? If so, can you please tell me the filepath it provides, as well as the filepath you expect of the file it’s trying to load?
  • If you reimport FMOD for Unity via the package manager, does it fix the issue?