# FMOD Unity Bug (Disabling Physics Module)

**URL:** <https://qa.fmod.com/t/fmod-unity-bug-disabling-physics-module/22323>\
**Category:** Unity\
**Created:** [November 19, 2024, 2:47pm UTC](https://qa.fmod.com/t/fmod-unity-bug-disabling-physics-module/22323 "2024-11-19T14:47:29Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![martincalander](https://avatars.discourse-cdn.com/v4/letter/m/ecccb3/32.png) [@martincalander](https://qa.fmod.com/u/martincalander)\
**Post date:** [November 19, 2024, 2:47pm UTC](https://qa.fmod.com/t/fmod-unity-bug-disabling-physics-module/22323/1 "2024-11-19T14:47:29Z")

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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.

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**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [November 26, 2024, 12:57am UTC](https://qa.fmod.com/t/fmod-unity-bug-disabling-physics-module/22323/2 "2024-11-26T00:57:13Z")

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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.
