# (1) Naming conventions, (2) Live Update with iOS, and (3) simplest iteration?

**URL:** <https://qa.fmod.com/t/1-naming-conventions-2-live-update-with-ios-and-3-simplest-iteration/18931>\
**Category:** Unity\
**Created:** [June 22, 2022, 11:38pm UTC](https://qa.fmod.com/t/1-naming-conventions-2-live-update-with-ios-and-3-simplest-iteration/18931 "2022-06-22T23:38:39Z")\
**Posts on this page:** 1\
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**Author:** ![torley-gallium](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/torley-gallium/32/3688_2.png) [@torley-gallium](https://qa.fmod.com/u/torley-gallium)\
**Post date:** [July 11, 2022, 9:04pm UTC](https://qa.fmod.com/t/1-naming-conventions-2-live-update-with-ios-and-3-simplest-iteration/18931/7 "2022-07-11T21:04:25Z")

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@Connor_FMOD Again, gracious thank-you for clarifying. Even if it might seem basic, I want to have the most accurate info to act upon. 🙂

How is renaming of FMOD events handled with Unity integration?

I was looking at various examples where “`event:/PATH`” is shown, but unclear on how that gets automatically updated, if at all.

Do events and their paths automatically propagate changes with FMOD \<-\> Unity, or must I take special precautions not to break those “links”?

Outside of Unity, I’ve previously referenced by FMOD GUID which was a fairly foolproof way to organize the hierarchy of an FMOD project without breaking connections. In other words, things that I didn’t know from the beginning, that became clearer later on as the asset count went up and complexity grew. Or another practical example: as certain game characters and elements get renamed as the project continues, I’d prefer to have the most up-to-date names in FMOD so it’s clear what’s referring to what.

I was looking at previous forum inquiries related to this, but they’re from some years ago: [Changing asset names and folders in a Unity integrated project - #3 by Tomavatars](https://qa.fmod.com/t/changing-asset-names-and-folders-in-a-unity-integrated-project/13564/3)

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