FMODStudioCache.asset being changed in Unity Version Control

Hello! I’m using Unity 6000.0.61f1 and FMOD 2.03.11 with Unity Version Control. There are multiple people working on the Unity project and I’m the one responsible for audio related things, such as implementing FMOD. (Edit: to be sure, Unity and FMOD Studio projects are in their own folders)

Before syncing and all that with Unity, I added the following lines to the ignore.conf file and checked in to our branch. Then I synced Unity and FMOD so other people in the Unity project can hear the sounds.

***

Never ignore DLLs in the FMOD subfolder.

!/[Aa]ssets/Plugins/FMOD/**/lib/*

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 folder since it is updated locally.

/[Aa]ssets/Plugins/FMOD/Cache/*

Ignore bank files in the StreamingAssets folder.

/[Aa]ssets/StreamingAssets//*.bank
/[Aa]ssets/StreamingAssets/
/*.bank.meta

Log files can be ignored.

fmod_editor.log

***

However I noticed FMODStudioCache.asset changes appearing and I’m not sure if those are “save or not” to have around, and I started to wonder if I’m missing some lines in the ignore.conf. (check 1 from image)

I didn’t first notice this in my workspace in pending changes until I updated my workspace with incoming changes that had checked in changes with it. After updating the workspace I get the following (check 2 from image).

This doesn’t seem to affect the project and when on Play mode, that doesn’t appear again on Unity’s console anymore and then it shows changes. (check 3 from image)

I tried to read some forums etc and some older posts have mentioned the following lines should be added in ignore.conf?

***

fmod.log
/Assets/Plugins/FMOD/Cache/Editor/FMODStudioCache.asset
/Assets/Plugins/FMOD/Cache/Editor/FMODStudioCache.asset.meta
/Assets/Plugins/FMOD/Cache/Editor.meta

***

I have understood that adding lines to ignore.conf after all this doesn’t make it ignore the following files but need “fresh slate” for it to work.

Based on some other posts I’m adding this following screenshot to show that there’s nothing else in the folder but these (Master bank, Master bank string, Test bank and Test event). (check 4 from image)

This might be a silly question but I am quite new to the technical side of things with Unity FMOD stuff, so I wanted to make sure I am doing things right (and I like to understand what’s happening, problem or not). I want to ensure as little of problems with FMOD as possible to help those in our team who might not have much experience in Unity, or especially with version control.

Not sure if it matters, but I think when I first setup FMOD in Unity, I had Source Type in FMOD Settings as FMOD Studio, and later changed it to Single Platform Build.

Hi,

Thank you for the detailed description!

The entries you found are consistent with how the FMOD Unity integration is intended to be used. The Cache directory (including FMODStudioCache.asset) contains locally generated editor cache data and is not meant to be shared via version control. It is expected to change on a per-user basis and should be ignored.

Correct, If FMODStudioCache.asset was committed at any point in the past, it will continue to appear as modified until it is explicitly removed from source control. Once removed and ignored, each user can safely regenerate it locally.

This does not indicate a problem. It may trigger a refresh of local cache data, but it does not change what should or should not be committed to version control.

Based on what you’ve described, your current setup sounds correct, and no further action should be required once the cache file is no longer tracked.

For more information about source control, you can also refer to the documentation here: using-source-control

Hope this helps, please let me know if you run into any further issues.

Thank you for your reply!

So even without FMODStudioCache.asset, everyone working on the Unity project should be able to hear the updated sounds?

From the time I posted (added the lines to ignore said files), I went back on the changes as some private files started to appear in the Editor folder. Sadly I don’t have any screenshots about it, but there was multiple assets appearing starting from 0 to I think 2 or 3 until I reverted changes as I was afraid of littering.

I assume I didn’t remove it correctly from the source control (because of the littering). Would it still be possible to remove it even though other project members have committed it before?

Yes, even without FMODStudioCache.asset, everyone working on the Unity project should still be able to hear the updated sounds, as long as the FMOD banks themselves are built and available. The cache file is only used locally by the Unity Editor and is not required for audio playback.

Yes, it is still possible to remove FMODStudioCache.asset from source control even if it was committed previously by other team members. Once the file is no longer tracked, it can remain local-only and be regenerated per user.

There is a similar discussion covering this behaviour in Unity Version Control / Plastic here: FMOD.log keeps checking in ignored files in Unity PlasticSCM Source Control - #3 by Connor_FMOD