# Assigning Event Paths at Runtime?

**URL:** <https://qa.fmod.com/t/assigning-event-paths-at-runtime/22970>\
**Category:** Unity\
**Created:** [May 23, 2025, 10:14pm UTC](https://qa.fmod.com/t/assigning-event-paths-at-runtime/22970 "2025-05-23T22:14:14Z")\
**Posts on this page:** 1\
**Showing post:** 4

<div class="post-metadata">

**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [May 29, 2025, 4:37am UTC](https://qa.fmod.com/t/assigning-event-paths-at-runtime/22970/4 "2025-05-29T04:37:10Z")

</div>

Thank you for the additional information.

Would [Unity Integration | Scripting API Reference - RuntimeManager::PathToEventReference()](https://fmod.com/docs/2.02/unity/api-runtimemanager.html#pathtoeventreference) work? It can be used like so:

```C
emitter = GetComponent<FMODUnity.StudioEventEmitter>();
emitter.EventReference = FMODUnity.RuntimeManager.PathToEventReference("event:/Music/Level 01");
emitter.Play();

```

This would still allow you to use the paths to create and play events using an emitter.

Hope this helps

---

_[View the full topic](https://qa.fmod.com/t/assigning-event-paths-at-runtime/22970)._
