We have an automated build process that uses Unity’s
BuildPipeline.BuildPlayer and in this case it is told to make a StandaloneWindows64 target with BuildOptions.StrictMode.
Later on in FMODUnity.Settings.BuildProcessor.OnPostProcessBuild the DLL that gets chosen is determined based on whether
These two things don’t seem to match up, or at least Unity does not seem to update EditorUserbuildSettings when using BuildPipeline.BuildPlayer.
Instead, I think FMOD should be using
report.summary.options.HasFlag(BuildOptions.Development) as the condition, or something that’s set as part of the build process rather than a user editor setting, but any other workarounds would be appreciated.