Hey Guys,
Love FMOD Studio, great upgrade to the standard unity sound manager. I’ve been trying to implement it into a unity project on GitHub and I’ve noticed it has quite a few files that bloat our pushes. I’ve googled around and noticed a few posts about this topic, and that any .cache, .user, .etc can be ignored, and the FMODStudioAsset.cache can also be rebuilt, but it was advised to keep in. I’ve also come across this page :
and I was wondering if you guys can update the page to be a little more detailed. It would be a huge help.

Secondly, I was wondering if you have any plans to release a version of FMOD for unity that will be compatible with the WebGL Build option found in the build settings of unity.

Cheers !

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Best Answer

It looks like you have your Studio project in source control with your Unity project.
Normally they would be kept separate but at the end of the day it shouldn’t make that much of a difference.

On the Studio side:
Any folders in the FMOD project that starts with a “.” (e.g. .cache, .restore, .user, etc) can be excluded from the source control, as for the Build folder, that depends on your workflow.

For the Unity integration:
The logs and streaming assets don’t need to be under source control.
Assets/FMODStudioCache.asset is optional, syncing it may help Editor startup times. Everything else is required.

Are there any files in particular that are bloating your github pushes?

  • Chris

    it was mainly the .* folders, with all the guid files. We solved that pretty quickly. We also had many errors because our gitignore settings had a value for /build/.

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Hey there,

I’m setting up my system as well with git and fmod. Due to the dependency to include the older path of the fmod project I figured to use Git LFS to include the folder in my project as well, and use the lfs system for some of the generated files. Git lfs can store large files via references in order to keep large file types out of git, but in a dropbox like structure. I tested this setup with bitbucket and sourcetree and it works quite well. I also tested it with cloudbuild and it worked on android and windows, sadly there is an error on ios, but it seems like this is not the fault of git lfs. (




/Assets/StreamingAssets/*.bank filter=lfs diff=lfs merge=lfs -text
/Assets/Plugins/fmodstudio.bundle/** filter=lfs diff=lfs merge=lfs -text
/Assets/Plugins/fmodstudioL.bundle/** filter=lfs diff=lfs merge=lfs -text
/Source/** filter=lfs diff=lfs merge=lfs -text

Keeping the fmod project in the Source folder

Edit: Just a headsup, git lfs is not where it needs to be, not every service is supporting it and I have several problems with Cloudbuild with a larger project. I guess I will stick to a normal project. Here is my full gitignore file (interesting part is probably FMOD and FMOD studio):

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Thanks for both of these answers, It’s exactly what I needed to confirm.
Just a suggestion, but that information would be good to have on the link in the post for your future users.

Cheers !

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