# \[Bug\] Banks in addressable are not build correclty using Unity Cloud Build

**URL:** <https://qa.fmod.com/t/bug-banks-in-addressable-are-not-build-correclty-using-unity-cloud-build/19627>\
**Category:** Unity\
**Created:** [December 7, 2022, 11:35am UTC](https://qa.fmod.com/t/bug-banks-in-addressable-are-not-build-correclty-using-unity-cloud-build/19627 "2022-12-07T11:35:14Z")\
**Posts on this page:** 1\
**Showing post:** 6

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**Author:** ![Maligan](https://avatars.discourse-cdn.com/v4/letter/m/e8c25b/32.png) [@Maligan](https://qa.fmod.com/u/Maligan)\
**Post date:** [February 4, 2023, 9:12am UTC](https://qa.fmod.com/t/bug-banks-in-addressable-are-not-build-correclty-using-unity-cloud-build/19627/6 "2023-02-04T09:12:10Z")

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I’ve traced the problem (I’m using cloud build [with game-ci](https://github.com/game-ci/unity-builder/blob/501c67e40cf144812c33bf3e883864938410510a/dist/default-build-script/Assets/Editor/UnityBuilderAction/Builder.cs))

`BuildStatusWatcher.Startup()` doesn’t call during cloud build, so bank stubs aren’t replaced with real assets, because event of addressables build isn’t caught properly by fmod.

I’ve tried to move this setup call from:  
`EditorUtils.CallStartupMethodsWhenReady()`  
to:  
`EditorUtils.Startup()`  
And this fix cloud build.

* * *

I don’t know how it should work but the fact:

- unity rise build event
- fmod editor utils hasn’t subscribed at that moment it occurs

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_[View the full topic](https://qa.fmod.com/t/bug-banks-in-addressable-are-not-build-correclty-using-unity-cloud-build/19627)._
