# Emitter script disables on start

**URL:** <https://qa.fmod.com/t/emitter-script-disables-on-start/12209>\
**Category:** Unity\
**Created:** [December 18, 2015, 2:52am UTC](https://qa.fmod.com/t/emitter-script-disables-on-start/12209 "2015-12-18T02:52:34Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![brentr828](https://avatars.discourse-cdn.com/v4/letter/b/43a26b/32.png) [@brentr828](https://qa.fmod.com/u/brentr828)\
**Post date:** [December 18, 2015, 2:52am UTC](https://qa.fmod.com/t/emitter-script-disables-on-start/12209/1 "2015-12-18T02:52:34Z")

</div>

I just started using FMOD in a project and when I dragged my event into Unity, set the studio event emitter to play on level start, and started up the level the script becomes disabled (the check box next to it becomes unchecked). I can not figure out how to get around this issue so if anybody could help me out I would greatly appreciate it.

---

<div class="post-metadata">

**Author:** ![nick1](https://avatars.discourse-cdn.com/v4/letter/n/47e85d/32.png) [@nick1](https://qa.fmod.com/u/nick1)\
**Post date:** [January 4, 2016, 12:42am UTC](https://qa.fmod.com/t/emitter-script-disables-on-start/12209/2 "2016-01-04T00:42:35Z")

</div>

If the event being played is 2D then the script will disable itself after starting to avoid unnecessary updates which costs CPU performance.

Does this cause any actual issues for you?
