Unity crashes when i preview scene after building in Fmod

Hello, I’m running into an issue where Unity will crash after I build in Fmod, im making sure i get the success message in Unity before im clicking on the play button, im now having to restart Unity after every update i do to test in Fmod, slowing workflow incredibly. Any idea what’s causing this or how to fix this?

Heres the end of the Unity log file before it crashes:

FMOD Studio: copy banks for platform Windows : copying banks from Fmod/DarkEnergy/Build/Desktop to D:/Projects/Unity/dark_matter/Assets/StreamingAssets succeeded
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
FMODUnity.EventManager:CopyToStreamingAssets() (at Assets\Plugins\FMOD\src\Editor\EventManager.cs:610)
FMODUnity.EventManager:RefreshBanks() (at Assets\Plugins\FMOD\src\Editor\EventManager.cs:39)
FMODUnity.EventManager:Update() (at Assets\Plugins\FMOD\src\Editor\EventManager.cs:683)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
System.Delegate:DynamicInvokeImpl(Object[])
System.MulticastDelegate:DynamicInvokeImpl(Object[])
System.Delegate:DynamicInvoke(Object[])
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()

(Filename: Assets/Plugins/FMOD/src/Editor/EventManager.cs Line: 610)

Refresh completed in 0.093536 seconds.
RefreshInfo: RefreshV2(ForceSynchronousImport)
RefreshProfiler: Total: 0.000ms
InvokeBeforeRefreshCallbacks: 93.229ms
ApplyChangesToAssetFolders: 0.337ms
WriteModifiedImportersToTextMetaFiles: 0.060ms
CleanLegacyArtifacts: 0.000ms
Scan: 0.000ms
OnSourceAssetsModified: 85.478ms
UnregisterDeletedAssets: 0.000ms
InitializeImportedAssetsSnapshot: 0.000ms
GetAllGuidsForCategorization: 3.940ms
CategorizeAssets: 0.000ms
ImportAndPostprocessOutOfDateAssets: 0.000ms (0.000ms without children)
ImportManagerImport: 0.000ms (0.000ms without children)
ImportInProcess: 0.000ms
ImportOutOfProcess: 0.000ms
UpdateCategorizedAssets: 0.000ms
RemoteAssetCacheGetArtifact: 0.000ms (0.000ms without children)
RemoteAssetCacheResolve: 0.000ms
RemoteAssetCacheDownloadFile: 0.000ms
CompileScripts: 0.000ms
PostProcessAllAssets: 0.000ms
ReloadImportedAssets: 0.000ms
VerifyAssetsAreUpToDateAndCorrect: 0.000ms
EnsureUptoDateAssetsAreRegisteredWithGuidPM: 0.000ms
InitializingProgressBar: 0.000ms
PostProcessAllAssetNotificationsAddChangedAssets: 0.000ms
OnDemandSchedulerStart: 0.000ms
RestoreLoadedAssetsState: 0.000ms
InvokeProjectHasChanged: 0.000ms
UpdateImportedAssetsSnapshot: 0.000ms
ReloadSourceAssets: 0.000ms
UnloadImportedAssets: 0.000ms
Hotreload: 0.000ms
FixTempGuids: 0.074ms
VerifyGuidPMRegistrations: 0.006ms
GatherAllCurrentPrimaryArtifactRevisions: 0.000ms
UnloadStreamsBegin: 0.215ms
LoadedImportedAssetsSnapshotReleaseGCHandles: 0.009ms
GetLoadedSourceAssetsSnapshot: 0.561ms
PersistCurrentRevisions: 1.547ms
UnloadStreamsEnd: 0.000ms
GenerateScriptTypeHashes: 0.007ms
Initialized touch support.

What versions of FMOD and Unity are you using?
When exactly are you getting the crash?

Hi Cameron,

Thanks for answering.
Versions are Fmod 2.00.09 and Unity 2019.4.2f1

So the crash always happens when i build in Fmod and then go to play preview in Unity, Unity will completely freeze up and i have to close it down in the windows task manager. The only way around this is if i don’t have unity open and make sure all processes of it are closed in the task manager when i do a build in Fmod, then open unity and test, after i test before i make any changes in Fmod i need to close down unity all again, make changes in fmod, build it and then reopen unity, as u can imagine this is an extremely tedious work around, had to work like this for a game jam last weekend which completely was not ideal. Also to clarify its unity freezing up not fmod after i do the build in fmod.

Sorry for the delay, I have not been able to reproduce the issue here. Are you able to share a project that reproduces this at all?

Hi Cameron, not a problem, after some digging around i found out it was a sound card driver issue so i just updated my realtek drivers to the latest and that has seemed to fix the issue, im even able to use the live update now which is great, super happy with this as my workflow has gone from 0 to 11, anyways thanks so much for the response, im sure ill be back with more questions! :smiley:

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