Because the FMODStudioCache uses editor-only classes, it might cause errors if it is still present in a build, when unity tries to load and deserialize it.
This could happen when a script uses Resources.LoadAll("").
A solution to this problem would be to move the FMOD studiocache into an Editor folder.
So when looking at FMODUnity.EventManager in EventManager.cs changing the path on line 17 to:
const string CacheAssetFullName = "Assets/Plugins/FMOD/Editor/Resources/" + CacheAssetName + ".asset";
would fix the issue.
This will result in the asset not being included in a build.
Because the FMODStudioCache uses editor-only classes, it might cause errors if it is still present in a build, when unity tries to load and deserialize it. This could happen when a script uses Resources.LoadAll("").
A solution to this problem would be to move the FMOD studiocache into an Editor folder. So when looking at FMODUnity.EventManager in EventManager.cs changing the path on line 17 to:
const string CacheAssetFullName = "Assets/Plugins/FMOD/Editor/Resources/" + CacheAssetName + ".asset";
would fix the issue. This will result in the asset not being included in a build.