# Errors when launching FMOD after the project has been cloned to another machine

**URL:** <https://qa.fmod.com/t/errors-when-launching-fmod-after-the-project-has-been-cloned-to-another-machine/19666>\
**Category:** Unity\
**Tags:** unity\
**Created:** [December 20, 2022, 3:45am UTC](https://qa.fmod.com/t/errors-when-launching-fmod-after-the-project-has-been-cloned-to-another-machine/19666 "2022-12-20T03:45:00Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![Bissonho](https://avatars.discourse-cdn.com/v4/letter/b/779978/32.png) [@Bissonho](https://qa.fmod.com/u/Bissonho)\
**Post date:** [December 20, 2022, 3:45am UTC](https://qa.fmod.com/t/errors-when-launching-fmod-after-the-project-has-been-cloned-to-another-machine/19666/1 "2022-12-20T03:45:00Z")

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When running the project clone with git on another machine this error happens.

Can someone help me please ? I already removed the FMOD Unity Asset store Plugin and imported it 3 times.

> AssetDatabase (CreateSerializedAsset) detected that the asset is already being imported. Asset Path=‘Assets/Plugins/FMOD/Resources/FMODStudioSettings.asset’ Guid=‘92718924453ff44478d993f11b10f16d’  
> UnityEngine.StackTraceUtility:ExtractStackTrace ()  
> FMODUnity.EditorSettings:CreateSettingsAsset (string) (at Assets/Plugins/FMOD/src/Editor/EditorSettings.cs:69)  
> FMODUnity.Settings:Initialize () (at Assets/Plugins/FMOD/src/Settings.cs:280)  
> FMODUnity.Settings:get\_Instance () (at Assets/Plugins/FMOD/src/Settings.cs:255)  
> FMODUnity.EditorSettings:CanBuildTarget (UnityEditor.BuildTarget,FMODUnity.Platform/BinaryType,string&) (at Assets/Plugins/FMOD/src/Editor/EditorSettings.cs:444)  
> FMODUnity.EditorSettings:CheckActiveBuildTarget () (at Assets/Plugins/FMOD/src/Editor/EditorSettings.cs:662)  
> FMODUnity.Settings:OnEnable () (at Assets/Plugins/FMOD/src/Settings.cs:622)

> UnityException: Creating asset at path Assets/Plugins/FMOD/Resources/FMODStudioSettings.asset failed.  
> FMODUnity.EditorSettings.CreateSettingsAsset (System.String assetName) (at Assets/Plugins/FMOD/src/Editor/EditorSettings.cs:69)  
> FMODUnity.Settings.Initialize () (at Assets/Plugins/FMOD/src/Settings.cs:280)  
> FMODUnity.Settings.get\_Instance () (at Assets/Plugins/FMOD/src/Settings.cs:255)  
> FMODUnity.EditorSettings.CanBuildTarget (UnityEditor.BuildTarget target, FMODUnity.Platform+BinaryType binaryType, System.String& error) (at Assets/Plugins/FMOD/src/Editor/EditorSettings.cs:444)  
> FMODUnity.EditorSettings.CheckActiveBuildTarget () (at Assets/Plugins/FMOD/src/Editor/EditorSettings.cs:662)  
> FMODUnity.Settings.OnEnable () (at Assets/Plugins/FMOD/src/Settings.cs:622)

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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:** [December 20, 2022, 7:05am UTC](https://qa.fmod.com/t/errors-when-launching-fmod-after-the-project-has-been-cloned-to-another-machine/19666/2 "2022-12-20T07:05:11Z")

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Hi,

Could you post your current `.gitignore`?

Could you check how many `FMODStudioSettings.assets` are in the `Unit Project/Assets/Plugins/Resources/` Folder?  
 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/8/884c01349de3f7b37d364dc430d8dd31b33d0be9.png)

If there is more than 1, try deleting all of them, this should make them recompile.

Hope this helps!

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<div class="post-metadata">

**Author:** ![Bissonho](https://avatars.discourse-cdn.com/v4/letter/b/779978/32.png) [@Bissonho](https://qa.fmod.com/u/Bissonho)\
**Post date:** [December 20, 2022, 1:37pm UTC](https://qa.fmod.com/t/errors-when-launching-fmod-after-the-project-has-been-cloned-to-another-machine/19666/3 "2022-12-20T13:37:38Z")

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I removed all FMOD files as per this post:

> [@Uninstalling FMOD from Unity](https://qa.fmod.com/t/uninstalling-fmod-from-unity/13313):
>
> Hello, I have tried to uninstall FMOD from my Unity project by deleting all of the files from my asset folder. However, the FMOD option in my menu bar never disappears and two assets FMODStudioCache.asset and Resources/FMODStudioSettings.asset keep on refreshing and won’t permanently disappear. How do I completely remove FMOD from my project? Thanks

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/d/dd4325a548c815e67e97e8a9149a192774a32fea.png)

FMOD Gitignore

> ### FMOD Unity Integration
> 
> # Never ignore DLLs in the FMOD subfolder, so make sure that the FMOD-folder is in the correct path.
> 
> !/[Aa]ssets/Plugins/FMOD/\*\*/\*.dll
> 
> # Don’t ignore images and gizmos used by FMOD in the Unity Editor
> 
> !/[Aa}ssets/Gizmos/FMOD/\*  
> !/[Aa}ssets/Editor Default Resources/FMOD/\*
> 
> # Ignore the Cache-file since it is updated locally either way
> 
> /[Aa]ssets/**/FMODStudioCache.asset  
> /[Aa]ssets/**/FMODStudioCache.asset.meta  
> /[Aa]ssets/Plugins/FMOD/Cache.meta  
> /[Aa]ssets/Plugins/FMOD/Cache/Editor.meta
> 
> # Log-files
> 
> fmod.log  
> fmod\_editor.log
> 
> # FMOD 1.10.x (Legacy)
> 
> /Assets/FMODAssets/\*  
> /Assets/FMODStudioCache.meta

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<div class="post-metadata">

**Author:** ![Bissonho](https://avatars.discourse-cdn.com/v4/letter/b/779978/32.png) [@Bissonho](https://qa.fmod.com/u/Bissonho)\
**Post date:** [December 20, 2022, 3:16pm UTC](https://qa.fmod.com/t/errors-when-launching-fmod-after-the-project-has-been-cloned-to-another-machine/19666/4 "2022-12-20T15:16:49Z")

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I managed to solve it by removing the entire Unity FMOD package and installing version 2.01.11 by downloading it directly from the FMOD Downloads website.

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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:** [December 20, 2022, 10:05pm UTC](https://qa.fmod.com/t/errors-when-launching-fmod-after-the-project-has-been-cloned-to-another-machine/19666/5 "2022-12-20T22:05:47Z")

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Thank you for sharing your solution!

Which version of the integration were you importing from Unity Package Manager that was causing the issue?
