Hi all, FMOD novice here.
I was wondering how creating event instances with
FMODUnity.RuntimeManager.CreateInstance handles Max Instances, in particular when the “Stealing” setting is set to None and the max number of instances has been reached.
Is there a way to tell that the max instances has been reached? In my code I am doing some additional work after creating the event instance, but if the event isn’t going to be played because it hit the max instances, I would like to abort since there isn’t any reason to do any more work.