# Assigning FMOD events at runtime

**URL:** https://qa.fmod.com/t/assigning-fmod-events-at-runtime/18511
**Category:** Unity
**Tags:** unity
**Created:** [March 14, 2022, 4:14pm UTC](https://qa.fmod.com/t/assigning-fmod-events-at-runtime/18511 "2022-03-14T16:14:08Z")
**Posts on this page:** 1
**Showing post:** 3

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### Author: ![celeste.ramirez](https://avatars.discourse-cdn.com/v4/letter/c/ecc23a/32.png) [@celeste.ramirez](https://qa.fmod.com/u/celeste.ramirez)
#### Post date: [March 15, 2022, 2:20pm UTC](https://qa.fmod.com/t/assigning-fmod-events-at-runtime/18511/3 "2022-03-15T14:20:06Z")

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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.

> [@Unity GUID does not match path / Help with C#](https://qa.fmod.com/t/unity-guid-does-not-match-path-help-with-c/18491):
>
> Hi all, I’m working on an interactive sound art project using FMOD & Unity. I have a script set up that generates a load of prefab copies named via a text file. At runtime an FMOD event is added to each copy that also pulls its name from the same text file. Unfortunately, when an event is set up in FMOD with the appropriate name the GUID defaults to {00000000-0000-0000-0000-000000000000} and gives an error “GUID does not match path”. If I click the little spanner on the event emitter during runt…

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_[View the full topic](https://qa.fmod.com/t/assigning-fmod-events-at-runtime/18511)._
