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 EditorUserBuildSettings.activeScriptCompilationDefines.Contains("DEVELOPMENT_BUILD")
.
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.