Assigning FMOD events at runtime

I have a situation where I need to be able to assign different FMOD events to prefabs that are instantiated during runtime. I thought I would be able to use the EventReference.Find() method, but that appears to be for use in the Unity editor only. Is there any way to do this dynamically in a build?


I’ve been playing a bit with the RuntimeManager and I have the PathToEventReference method assigning an event reference based on the event string. However, in the editor, I get an error now that the event is not found, and the GUID it is attempting to reference is “{00000000-0000-0000-0000-000000000000}”. If I click on the wrench inside the editor, it will correct itself, but I need this to find the correct GUID in a build.

The response to this topic ended up resolving my issue as well. I’ll be finding a workaround that doesn’t involve assigning events dynamically for now.

Hey please update this thread if you manage to find a solution for this! Thanks