# Multiple issues after upgrading to Unity 2.01.09 from 2.01.08

**URL:** <https://qa.fmod.com/t/multiple-issues-after-upgrading-to-unity-2-01-09-from-2-01-08/17126>\
**Category:** Unity\
**Tags:** unity\
**Created:** [April 28, 2021, 11:53am UTC](https://qa.fmod.com/t/multiple-issues-after-upgrading-to-unity-2-01-09-from-2-01-08/17126 "2021-04-28T11:53:07Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![ben\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/ben_fmod/32/1452_2.png) [@ben\_fmod](https://qa.fmod.com/u/ben_fmod)\
**Post date:** [April 30, 2021, 1:26am UTC](https://qa.fmod.com/t/multiple-issues-after-upgrading-to-unity-2-01-09-from-2-01-08/17126/5 "2021-04-30T01:26:54Z")

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> [@florian13](#):
>
> In fact, it happens when I try to build my AssetBundles (via Addressables) with AddressableAssetSettings.BuildPlayerContent(). I should have realized that yesterday, my bad!

Thanks, I have now reproduced this issue. `AddressableAssetSettings.BuildPlayerContent()` ends up calling `PlayerBuildInterface.CompilePlayerScripts()`, which unfortunately does **not** call `IPreprocessBuildWithReport.OnPreprocessBuild()`, which we rely on to generate the `StaticPluginManager` class.

I’m still looking into a way to fix this, but as a workaround you could try making `Settings.PreprocessBuild()` public, and calling it before calling `AddressableAssetSettings.BuildPlayerContent()`:

```auto
FMODUnity.Settings.Instance.PreprocessBuild(BuildTarget.StandaloneWindows64, FMODUnity.Platform.BinaryType.Logging);
AddressableAssetSettings.BuildPlayerContent();

```

* * *

> [@florian13](#):
>
> 1. My FMOD project is in the root directiory (next to the `Assets` folder). Not sure why the timestamp would be changing. Could you please give me direction on how to debug that?

Could you put a breakpoint on `EventManager.cs` line 623, and compare `sourceInfo` with `targetInfo`? That may shed some light on the issue.

```auto
    if (!targetInfo.Exists ||
        sourceInfo.Length != targetInfo.Length ||
        sourceInfo.LastWriteTime != targetInfo.LastWriteTime)
    {
        if (targetInfo.Exists) // <------------------------------ Breakpoint here
        {
            targetInfo.IsReadOnly = false;
        }

```

* * *

> [@florian13](#):
>
> Just placed a break point in there, and it seems like `SelectBinaries` is being called with `binaryType=Release` even though I’m building with the `BuildOptions.Development` flag ON. Further up, in `OnPreprocessBuild` , `EditorUserBuildSettings.activeScriptCompilationDefines` does not contains `"DEVELOPMENT_BUILD"` .

This sounds like the issue reported in [this thread](https://qa.fmod.com/t/unity-buildpipeline-buildplayer-dllnotfoundexception-fmodstudio/17122). Can you try the solution suggested there?

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