MacOS errors on DLL even with correct line endings

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)

What versions of FMOD and Unity are you using?
Is there anything else related in the logs?

We’re on Unity 6000.0.23f1 and the latest FMOD on the asset store (listed as 2.02.24). Here is the (short) log file from when opening the build.

Player.log (27.8 KB)

Would you be able to try using the integration from our website and see if that makes a difference?