Missing debug library on Windows ARM

Hello !

In the Unity integration, I think there is a bug in EditorUtils.cs that causes files located in the staging folder of the unity package not to be copied if a file with the same name doesn’t already exist at the target location.

Lines 1580~

if (EditorUtils.AssetExists(sourcePath))
{
	if (targetPath != null)
	{
		if (!AssetDatabase.DeleteAsset(targetPath))
		{
			RuntimeUtils.DebugLogError(string.Format("FMOD: Could not delete {0}", targetPath));
		}
	}

	targetPath = GetTargetPath(libInfo, Platform.FileLayout.Latest);

	EditorUtils.EnsureFolderExists(EditorUtils.GetParentFolder(targetPath));

	if (!AssetDatabase.CopyAsset(sourcePath, targetPath))
	{
		RuntimeUtils.DebugLogError(string.Format("FMOD: Could not copy {0} to {1}", sourcePath, targetPath));
		allCopiesSucceeded = false;
	}
}

should probably look something like this instead:

if (EditorUtils.AssetExists(sourcePath))
{
	if (targetPath != null)
	{
		if (!AssetDatabase.DeleteAsset(targetPath))
		{
			RuntimeUtils.DebugLogError(string.Format("FMOD: Could not delete {0}", targetPath));
		}
	}
}

targetPath = GetTargetPath(libInfo, Platform.FileLayout.Latest);

EditorUtils.EnsureFolderExists(EditorUtils.GetParentFolder(targetPath));

if (!AssetDatabase.CopyAsset(sourcePath, targetPath))
{
	RuntimeUtils.DebugLogError(string.Format("FMOD: Could not copy {0} to {1}", sourcePath, targetPath));
	allCopiesSucceeded = false;
}

When adding the package to a project (even an empty one), this issue prevents the platforms/win/lib/arm64/fmodstudioL.dll file and its corresponding .meta from being copied from the staging folder, because the file doesn’t originally exist at this location.

This issue might also affect other files in similar circumstances.

Thank you for your consideration on this matter.
Best regards