# Unity BuildPipeline.BuildPlayer & DllNotFoundException: fmodstudio

**URL:** <https://qa.fmod.com/t/unity-buildpipeline-buildplayer-dllnotfoundexception-fmodstudio/17122>\
**Category:** Unity\
**Tags:** unity\
**Created:** [April 27, 2021, 9:04pm UTC](https://qa.fmod.com/t/unity-buildpipeline-buildplayer-dllnotfoundexception-fmodstudio/17122 "2021-04-27T21:04:30Z")\
**Posts on this page:** 3\
**Page:** 1

<div class="post-metadata">

**Author:** ![julian.kwan1](https://avatars.discourse-cdn.com/v4/letter/j/5f9b8f/32.png) [@julian.kwan1](https://qa.fmod.com/u/julian.kwan1)\
**Post date:** [April 27, 2021, 9:04pm UTC](https://qa.fmod.com/t/unity-buildpipeline-buildplayer-dllnotfoundexception-fmodstudio/17122/1 "2021-04-27T21:04:30Z")

</div>

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.

---

<div class="post-metadata">

**Author:** ![mathew](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/mathew/32/431_2.png) [@mathew](https://qa.fmod.com/u/mathew)\
**Post date:** [April 28, 2021, 5:24am UTC](https://qa.fmod.com/t/unity-buildpipeline-buildplayer-dllnotfoundexception-fmodstudio/17122/2 "2021-04-28T05:24:31Z")

</div>

Thanks for the report, previously we had FMOD configured the way you describe, using the BuildOptions.Development however there is some incompatibility with some use cases. We will investigate and try to resolve all related issues.

---

<div class="post-metadata">

**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 29, 2021, 6:27am UTC](https://qa.fmod.com/t/unity-buildpipeline-buildplayer-dllnotfoundexception-fmodstudio/17122/3 "2021-04-29T06:27:03Z")

</div>

This issue will be fixed in the next release (2.01.10). In the meantime, you can fix it locally by changing `Settings.BuildProcessor.OnPreprocessBuild()` to check `report.summary.options.HasFlag(BuildOptions.Development)`, as you suggested.
