# \[BUG\] Live Update Stuck at "Live Update Syncing"

**URL:** <https://qa.fmod.com/t/bug-live-update-stuck-at-live-update-syncing/22805>\
**Category:** Unity\
**Created:** [April 15, 2025, 9:41am UTC](https://qa.fmod.com/t/bug-live-update-stuck-at-live-update-syncing/22805 "2025-04-15T09:41:34Z")\
**Posts on this page:** 10\
**Page:** 1

<div class="post-metadata">

**Author:** ![NikMikk](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/nikmikk/32/5599_2.png) [@NikMikk](https://qa.fmod.com/u/NikMikk)\
**Post date:** [April 15, 2025, 9:41am UTC](https://qa.fmod.com/t/bug-live-update-stuck-at-live-update-syncing/22805/1 "2025-04-15T09:41:34Z")

</div>

This started occurring after upgrading to FMOD 2.03.06.

Info:

- Unity Version 2022.3.501f
- Integration + FMOD Studio is running version 2.03.07 as Administrator.

We’re having issues where Live Update goes from “Live Update On” to “Live Update Syncing” after exiting play mode.

I first thought it had to do with a programming instrument not correctly being cleared, but I just walked around in the game in the same place without invoking the programming instrument and the same thing happened.

Our sound designer says it acts weird, some things work like adjusting mixers, muting tracks, while other actions does not.

Here’s the Verbose Log from FMOD:

```auto
11:29:26 Activated 'TOEM-2.fspro[*] - Console' for 'C:/Users/mikke/Desktop/Github/TOEM-2/FMOD/TOEM-2.fspro' [#2 times]
11:29:30 fmod_liveupdate.cpp(205), LiveUpdate::updateProfile(): Timeout waiting for connecting state to finish 
11:29:30 fmod_liveupdate.cpp(293), LiveUpdate::reset(): Reset connection (reason Timeout) 
11:29:30 SoundSystem::setConnectionEstablished(0) 
11:29:30 fmod_profile.cpp(138), Profile::disconnectAll(): Profiler disconnecting all clients 
11:29:30 fmod_os_net_winsock.cpp(218), FMOD_OS_Net_Connect(): Attempting connection to '127.0.0.1:9264' 
11:29:30 fmod_thread.cpp(216), Thread::initThread(): Init FMOD profiler thread (recv). Affinity: 0x4000000000000003, Priority: 0xFFFF7FFD, Stack Size: 131072, Semaphore: No, Sleep Time: 0, Looping: No. 
11:29:30 fmod_thread.cpp(216), Thread::initThread(): Init FMOD profiler thread (send). Affinity: 0x4000000000000003, Priority: 0xFFFF7FFD, Stack Size: 131072, Semaphore: No, Sleep Time: 0, Looping: No. 
11:29:30 fmod_liveupdate.cpp(575), LiveUpdate::clientConnected(): client = 00000243EECE24D8 
11:29:30 fmod_profile.cpp(114), Profile::connect(): Profiler connected to 127.0.0.1:9264 
11:29:30 fmod_liveupdate.cpp(595), LiveUpdate::initiateHandshake(): 
11:29:30 fmod_liveupdate.cpp(489), LiveUpdate::readPacket(): Recieved init packet from client 00000243EECE24D8 
11:29:30 fmod_liveupdate.cpp(523), LiveUpdate::readPacket(): Accepting init response for client 00000243EECE24D8 
11:29:30 fmod_liveupdate.cpp(877), LiveUpdate::receiveInitResponse(): Client 00000243EECE24D8 accepted handshake, entering connected state 
11:29:30 fmod_liveupdate.cpp(653), LiveUpdate::transitionToConnected(): 
11:29:30 SoundSystem::setConnectionEstablished(1) 
11:29:30 Remote sync queue: added 3902 
11:29:30 fmod_systemi_driver.cpp(621), SystemI::setOutputInternal(): Setting output to 'FMOD NoSound Output - Non real-time' 
11:29:30 fmod_systemi.cpp(2784), SystemI::init(): Initialize version=20307 (150747), maxchannels=0, flags=0x00000001 
11:29:30 fmod_systemi_dsp.cpp(615), SystemI::DSPCodecPoolRegister(): register codec pool for pool type 0 
11:29:30 fmod_thread.cpp(216), Thread::initThread(): Init FSBank worker thread. Affinity: 0x0, Priority: 0xFFFF7FFD, Stack Size: 131072, Semaphore: Yes, Sleep Time: 0, Looping: Yes. [#12 times]
11:29:30 Writing live update bank: C:/Users/mikke/AppData/Local/FMOD Studio/UnsavedProjects/Hotswap-WUxmNS/hotswap_6.bank 
11:29:30 fmod_thread.cpp(172), Thread::callback(): FSBank worker thread finished. [#12 times]
11:29:30 fmod_systemi.cpp(913), SystemI::closeInternal(): Closed. 
11:29:30 fmod_liveupdate.cpp(369), LiveUpdate::sendLiveUpdateBank(): Sending live update bank: fmod:///remote/C:/Users/mikke/AppData/Local/FMOD Studio/UnsavedProjects/Hotswap-WUxmNS/hotswap_6.bank 
11:29:30 fmod_profile_remotefile.cpp(337), ProfileRemoteFile::fileOpenProcess(): File 'C:/Users/mikke/AppData/Local/FMOD Studio/UnsavedProjects/Hotswap-WUxmNS/hotswap_6.bank' opened for remote access 
11:29:30 Remote file opened: C:/Users/mikke/AppData/Local/FMOD Studio/UnsavedProjects/Hotswap-WUxmNS/hotswap_6.bank 
11:29:30 Remote file closed: C:/Users/mikke/AppData/Local/FMOD Studio/UnsavedProjects/Hotswap-WUxmNS/hotswap_6.bank 

```

---

<div class="post-metadata">

**Author:** ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)\
**Post date:** [April 22, 2025, 3:08am UTC](https://qa.fmod.com/t/bug-live-update-stuck-at-live-update-syncing/22805/2 "2025-04-22T03:08:19Z")

</div>

It sounds like FMOD Studio is immediately attaching to another studio system after disconnecting from Unity. Can you please send me the full log FMOD Studio log in _ **%HOMEPATH%\AppData\Local\FMOD Studio\Log** _ next time this happens?  
Can you please also tick [_Enable API Error Logging_](https://fmod.com/docs/2.02/unity/settings.html#enable-api-error-logging) in your FMOD Unity settings, set your [_Logging Level_](https://fmod.com/docs/2.02/unity/settings.html#logging-level) to “Log”, and post the output of the Unity log here?

---

<div class="post-metadata">

**Author:** ![NikMikk](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/nikmikk/32/5599_2.png) [@NikMikk](https://qa.fmod.com/u/NikMikk)\
**Post date:** [April 28, 2025, 12:15pm UTC](https://qa.fmod.com/t/bug-live-update-stuck-at-live-update-syncing/22805/3 "2025-04-28T12:15:35Z")

</div>

Uploaded the logs here as they are bigger than the forum allows:

> **[Dropbox](https://www.dropbox.com/scl/fo/rnmkyq0364tyy2d0tsyap/AO3A9nMmIVaVpfqS0C1V8fc?rlkey=4hu6semeriduupoq0z6p9ijpi&dl=0)**

What I did:

1. Entered playmode
2. Checked Live Update
3. Left playmode (live update attempts to reconnect)
4. Entered playmode again

After doing those steps FMOD Studio is stuck at “Live Update Syncing”

Seriously, thanks for taking a look!

---

<div class="post-metadata">

**Author:** ![luisonly](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/luisonly/32/4687_2.png) [@luisonly](https://qa.fmod.com/u/luisonly)\
**Post date:** [April 29, 2025, 10:11pm UTC](https://qa.fmod.com/t/bug-live-update-stuck-at-live-update-syncing/22805/4 "2025-04-29T22:11:33Z")

</div>

This is EXACTLY my case. Started happening after 2.03.06 but with Unreal Engine, so my guess is that is has to do with FMOD and not unreal/unity. Some stuff like adjusting mixers and muting tracks do work and some others just doesnt work at all. Let me know if you found a solution

---

<div class="post-metadata">

**Author:** ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)\
**Post date:** [May 6, 2025, 6:27am UTC](https://qa.fmod.com/t/bug-live-update-stuck-at-live-update-syncing/22805/5 "2025-05-06T06:27:44Z")

</div>

Thank you for the additional information, we are currently investigating issues related to building banks while Live Update is connected- I am finding I can get into this bad state with both Unity and Unreal by connecting Live Update, assigning an event to a different bank, and building banks. The result is Live Update being stuck in “Syncing”, and FMOD Studio failing to build any new banks.

There are probably other ways to get into this bad state, but in any case we should have this fixed in the next release. It looks like the issue first appeared in 2.03.03, so in the meantime you can try using FMOD Studio 2.03.02 instead.

---

<div class="post-metadata">

**Author:** ![deHaan](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/dehaan/32/68_2.png) [@deHaan](https://qa.fmod.com/u/deHaan)\
**Post date:** [June 11, 2025, 7:33pm UTC](https://qa.fmod.com/t/bug-live-update-stuck-at-live-update-syncing/22805/6 "2025-06-11T19:33:30Z")

</div>

We am having a similar issue with 2.03.07, where FMDO is stuck on "Live Update Syncing” we are trying to connect with Unity on a new project. There are no errors or warnings in Unity while the game is running, but when I stop the game I _sometimes_ get these two errors:

```auto
[FMOD] FMOD_OS_Net_Read : read failed with errno 9

UnityEngine.Debug:LogError (object)
FMODUnity.RuntimeUtils:DebugLogError (string) (at Assets/Plugins/FMOD/src/RuntimeUtils.cs:594)
FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,intptr,int,intptr,intptr) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:104)

[FMOD] ProfileClient::recvThreadLoopFunction : Recv thread loop returned 43

UnityEngine.Debug:LogError (object)
FMODUnity.RuntimeUtils:DebugLogError (string) (at Assets/Plugins/FMOD/src/RuntimeUtils.cs:594)
FMODUnity.RuntimeManager:DEBUG_CALLBACK (FMOD.DEBUG_FLAGS,intptr,int,intptr,intptr) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:104)

```

This is on a Mac btw  
Are there any updates on the issue?

---

<div class="post-metadata">

**Author:** ![deHaan](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/dehaan/32/68_2.png) [@deHaan](https://qa.fmod.com/u/deHaan)\
**Post date:** [June 11, 2025, 7:53pm UTC](https://qa.fmod.com/t/bug-live-update-stuck-at-live-update-syncing/22805/7 "2025-06-11T19:53:22Z")

</div>

I tried updating to 2.03.08 but that did not help (updated both Studio and Unity integration)

---

<div class="post-metadata">

**Author:** ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)\
**Post date:** [June 16, 2025, 2:39am UTC](https://qa.fmod.com/t/bug-live-update-stuck-at-live-update-syncing/22805/8 "2025-06-16T02:39:21Z")

</div>

I can reproduce the errors on Mac occasionally, but I haven’t been able to reproduce the stuck on “Live Update Syncing” issue and I am finding that Live Update is otherwise working fine.  
Are you encountering any other Live Update issues in 2.03.08 or is it just the “Live Update Syncing” and error messages?

Can you please tick [_Enable API Error Logging_](https://fmod.com/docs/2.02/unity/settings.html#enable-api-error-logging), set your [_Logging Level_](https://fmod.com/docs/2.02/unity/settings.html#logging-level) to “Log”, and post the full output of your game’s log after reproducing the issue?

---

<div class="post-metadata">

**Author:** ![luisonly](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/luisonly/32/4687_2.png) [@luisonly](https://qa.fmod.com/u/luisonly)\
**Post date:** [June 18, 2025, 11:59pm UTC](https://qa.fmod.com/t/bug-live-update-stuck-at-live-update-syncing/22805/9 "2025-06-18T23:59:16Z")

</div>

It seems to me that the issue was an event assigned to a different bank. Im not really sure because I just made a huge cleanup of audio assets and the problem went away. Also deleted a bunch of banks i wasnt using and it works now!

---

<div class="post-metadata">

**Author:** ![boss123ag](https://avatars.discourse-cdn.com/v4/letter/b/87869e/32.png) [@boss123ag](https://qa.fmod.com/u/boss123ag)\
**Post date:** [September 7, 2025, 2:49am UTC](https://qa.fmod.com/t/bug-live-update-stuck-at-live-update-syncing/22805/10 "2025-09-07T02:49:32Z")

</div>

I too had this problem.

> [@Error Connecting to game (Live Update)](https://qa.fmod.com/t/error-connecting-to-game-live-update/21933):
>
> Fmod 2.02.22 Unity 2022.3.5.f1 Tried to use live update function. The error I get you can see on screenshot.

Checkout this post.

Changing the Audio source seemed to fix it. Also even if it says Syncing, try changing the volume on an event thats playing and see if it changes it.
