# Correct way of using RuntimeManager in editor

**URL:** <https://qa.fmod.com/t/correct-way-of-using-runtimemanager-in-editor/20611>\
**Category:** Unity\
**Tags:** unity, csharp\
**Created:** [September 1, 2023, 6:24pm UTC](https://qa.fmod.com/t/correct-way-of-using-runtimemanager-in-editor/20611 "2023-09-01T18:24:54Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)\
**Post date:** [September 4, 2023, 12:37am UTC](https://qa.fmod.com/t/correct-way-of-using-runtimemanager-in-editor/20611/2 "2023-09-04T00:37:29Z")

</div>

Hi,

> [@nicolasmanz](#):
>
> I have tried making my own FmodSystem but it doesn’t seem to be loading the events (everytime I try to get an event through ID or name, it says it doesn’t exist)

The only thing you seem to be missing is bank loading. To retrieve an EventDescription, you will need to load the bank it belongs to. If you’re planning to retrieve it by path, you will also need to load the Master strings bank.

> [@nicolasmanz](#):
>
> Worst thing is, if I comment out the RuntimeManager’s conditional to use it only if the game is playing, everything works out fine, but I imagine it’s not intended.

While it is _technically_ possible to call into RuntimeManager to create a Studio System, it is only designed to be used at runtime. This is because RuntimeManager destroys the created System in OnDestroy(), which only happens when a scene or game ends. so you’ll leak the Studio System in the current editor instance when calling from outside of runtime. FMOD can support up to eight Systems at once - once you call into RuntimeManager eight times from the editor, FMOD will no longer be able to create a new system until you restart the editor.

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_[View the full topic](https://qa.fmod.com/t/correct-way-of-using-runtimemanager-in-editor/20611)._
