When I run a development standalone build on MacOS, I get the following error:
DllNotFoundException: fmodstudioL assembly:<unknown assembly> type:<unknown type> member:(null)
at (wrapper managed-to-native) FMOD.Memory.FMOD5_Memory_GetStats(int&,int&,bool)
at FMOD.Memory.GetStats (System.Int32& currentalloced, System.Int32& maxalloced, System.Boolean blocking) [0x00001] in /Users/joefender/Documents/Workspace/Daybreak/Assets/Plugins/FMOD/src/fmod.cs:993
at FMODUnity.RuntimeUtils.EnforceLibraryOrder () [0x00001] in /Users/joefender/Documents/Workspace/Daybreak/Assets/Plugins/FMOD/src/RuntimeUtils.cs:552
at FMODUnity.RuntimeManager.get_Instance () [0x000b0] in /Users/joefender/Documents/Workspace/Daybreak/Assets/Plugins/FMOD/src/RuntimeManager.cs:184
I’ve seen it mentioned a few times in posts here but it seems to be because of line endings?
I’ve got these 2 lines in my .gitattributes
but it hasn’t fixed the issue:
/Assets/Plugins/FMOD/**/*.bundle text eol=lf
/Assets/Plugins/FMOD/**/Info.plist text eol=lf
VSCode tells me the file uses LF line endings for the Info.plist file, so I think those commands are working…
Note that I specify the FMOD path because your recommendation in the docs actually broke a bundle file in a separate packaage and prevented builds from working (see error below for what happened to it). I had to re-import their package for it to be fixed.
Building /Users/joefender/Documents/Workspace/Builds/Daybreak/Daybreak.app/Contents/PlugIns/AudioPluginDissonance.bundle failed with output:
System.Exception: Cannot sign '/Users/joefender/Documents/Workspace/Builds/Daybreak/Daybreak.app/Contents/PlugIns/AudioPluginDissonance.bundle' because it is not a valid Mach-O binary.
at UnityEditor.OSXStandalone.CodeSigning.BundleSigner.LogSignErrorIfNeeded(SigningError signResult) in /Users/bokken/build/output/unity/unity/Platforms/OSX/CodeSigning/BundleSigner.cs:line 316
at UnityEditor.OSXStandalone.CodeSigning.BundleSigner.SignMachOFile(FileToSign file, SignFlags flags) in /Users/bokken/build/output/unity/unity/Platforms/OSX/CodeSigning/BundleSigner.cs:line 259
at UnityEditor.OSXStandalone.CodeSigning.BundleSigner.SignDylib(String dylibPath, SignFlags signFlags) in /Users/bokken/build/output/unity/unity/Platforms/OSX/CodeSigning/BundleSigner.cs:line 30
at MacOSCodeSignDylibCopy.Run(CSharpActionContext ctx, SignFlags signFlags) in /Users/bokken/build/output/unity/unity/Platforms/OSX/MacStandalonePlayerBuildProgram/MacOSCodeSigning.cs:line 67
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /Users/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:219)