# 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:** 1\
**Showing post:** 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:** [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")

</div>

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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