First, thank you for the great product, plugin, and documentation! It’s a pleasure to work with FMOD.
I’m having some trouble setting up the plugin for my team. I’m able to install it locally, and have configured our CI to include FMOD correctly in cross-platform builds (again, thanks to good documentation!). A few problems remain though:
- Whenever I compile our project, FMOD gets recompiled. It’s relatively quick, but it does slow iteration and (seemingly) regenerate build output files.
- I’ve included the game/plugins/FMODStudio path in git, which means everyone is pulling my local installation of the plugin. As a result, teammates can’t compile the project until they install the plugin locally.
What’s the right thing to do here? Can I exclude FMOD plugin source files to prevent compilation? Should I exclude the plugin installation from version control and require everyone install the plugin locally instead? I feel like I’m doing something stupid here and making things more complicated than they need to be.
Engine Version: fork of 4.20.3 (github source)
Development platform: win64
Target platforms: win, linux, linux server, osx