# FMOD: Cleaning up duplicate platform warning

**URL:** <https://qa.fmod.com/t/fmod-cleaning-up-duplicate-platform-warning/16646>\
**Category:** Unity\
**Tags:** unity\
**Created:** [January 14, 2021, 11:49pm UTC](https://qa.fmod.com/t/fmod-cleaning-up-duplicate-platform-warning/16646 "2021-01-14T23:49:02Z")\
**Posts on this page:** 1\
**Showing post:** 23

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**Author:** ![ben\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/ben_fmod/32/1452_2.png) [@ben\_fmod](https://qa.fmod.com/u/ben_fmod)\
**Post date:** [April 26, 2021, 5:49am UTC](https://qa.fmod.com/t/fmod-cleaning-up-duplicate-platform-warning/16646/23 "2021-04-26T05:49:30Z")

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Apologies for the long delay on this issue, and thanks very much for taking the time to send us the reproduction project. After digging into it, I can see that `Settings.OnEnable()` is being called on an object that is already initialized, which is unexpected. This seems to be caused by the combination of two things:

- The Actor Name Enforcer script on the Test prefab has an `OnValidate()` method that modifies the prefab.
- The GUID used by `FMODStudioSettings.asset` is broken somehow (changing the GUID in `FMODStudioSettings.asset.meta` makes the problem go away).

Since I don’t have access to the Unity source code, I can only speculate on the reason for Unity calling `Settings.OnEnable()` unexpectedly in this situation. I suspect that the `OnValidate()` method modifying the prefab marks it as dirty, triggering a reimport cycle that the Settings object gets caught up in because its GUID collides with that of some internal Unity object.

Regardless of the exact cause, we have implemented a fix that ignores any `Settings.OnEnable()` calls on objects that are already initialized. This fix will be in the next release, or I can send you an updated `Settings.cs` file if you prefer.

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_[View the full topic](https://qa.fmod.com/t/fmod-cleaning-up-duplicate-platform-warning/16646)._
