# FMODStudioSettings.asset keeps appearing in version control with no changes

**URL:** https://qa.fmod.com/t/fmodstudiosettings-asset-keeps-appearing-in-version-control-with-no-changes/18594
**Category:** Unity
**Created:** [March 29, 2022, 7:17pm UTC](https://qa.fmod.com/t/fmodstudiosettings-asset-keeps-appearing-in-version-control-with-no-changes/18594 "2022-03-29T19:17:27Z")
**Posts on this page:** 1
**Showing post:** 5

<div class="post-metadata">

### Author: ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)
#### Post date: [April 6, 2022, 11:52pm UTC](https://qa.fmod.com/t/fmodstudiosettings-asset-keeps-appearing-in-version-control-with-no-changes/18594/5 "2022-04-06T23:52:13Z")

</div>

It looks like the settings asset is being marked dirty every time the editor reopens. I have created a task for the dev team to fix this in a future release. In the meantime, you can workaround this by modifying the `StagingSystem.Startup` method in “ **Assets/Plugins/FMOD/src/Editor/EditorUtils.cs** ”:

```auto
// EditorUtils.cs StagingSystem.Startup (~line1495)
public static UpdateStep Startup()
{
    if (!AssetDatabase.IsValidFolder(StagingFolder))
    {
        // START CHANGE
        if (Settings.Instance.SharedLibraryUpdateStage != Settings.SharedLibraryUpdateStages.Start
            || Settings.Instance.SharedLibraryTimeSinceStart != 0)
        {
            ResetUpdateStage();
        }
        // END CHANGE
        return null;
    }
...
}

```

Thank you for flagging this issue!

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_[View the full topic](https://qa.fmod.com/t/fmodstudiosettings-asset-keeps-appearing-in-version-control-with-no-changes/18594)._
