FMOD Unity Bug (Disabling Physics Module)

I’am quite certain I’ve found a bug caused by a combination of #if definitions. If Physics module is disabled but Physics2D is enabled, the following error is in the console.

StudioListener.cs 137
Argument 3:
cannot convert from ‘UnityEngine.GameObject’ to ‘UnityEngine.Rigidbody2D’
Argument 4:
cannot convert from ‘UnityEngine.Vector3’ to ‘UnityEngine.GameObject’

It seems to me like the nonRigidbodyVelocity uses a signature of SetListenerLocation that doesnt exist if Physics module is gone or something like that.

Thanks for reporting this, it does appear to be an issue with the integration.
We currently check if the Physics/Physics2D modules exist, not if the module is enabled/disabled which appears to be causing the confusion.

I have created a task to investigate and address the issue in an upcoming release.