# Emitters' EventReference.Path not included in build?

**URL:** https://qa.fmod.com/t/emitters-eventreference-path-not-included-in-build/19490
**Category:** FMOD Studio
**Created:** [November 8, 2022, 5:17pm UTC](https://qa.fmod.com/t/emitters-eventreference-path-not-included-in-build/19490 "2022-11-08T17:17:16Z")
**Posts on this page:** 5
**Page:** 1

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### Author: ![devDarjeeling](https://avatars.discourse-cdn.com/v4/letter/d/a698b9/32.png) [@devDarjeeling](https://qa.fmod.com/u/devDarjeeling)
#### Post date: [November 8, 2022, 5:17pm UTC](https://qa.fmod.com/t/emitters-eventreference-path-not-included-in-build/19490/1 "2022-11-08T17:17:16Z")

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Hello,

I see that the EventReference.Path is excluded from builds (#if UNITY\_EDITOR), only GUID is kept and not really easy to use (that I know of).  
How should I proceed to get that event’s name then ? Am I supposed to use the GUID somewhere to get that path ?

Thanks for the help 🙂

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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: [November 9, 2022, 1:12am UTC](https://qa.fmod.com/t/emitters-eventreference-path-not-included-in-build/19490/2 "2022-11-09T01:12:48Z")

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You should be able to get the event’s name by grabbing the GUID from your EventReference, and passing it to [Studio::System::lookupPath](https://www.fmod.com/docs/2.01/api/studio-api-system.html#studio_system_lookuppath) to get the corresponding path.

Hope that helps!

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<div class="post-metadata">

### Author: ![devDarjeeling](https://avatars.discourse-cdn.com/v4/letter/d/a698b9/32.png) [@devDarjeeling](https://qa.fmod.com/u/devDarjeeling)
#### Post date: [November 9, 2022, 11:40am UTC](https://qa.fmod.com/t/emitters-eventreference-path-not-included-in-build/19490/3 "2022-11-09T11:40:24Z")

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That was a good starting point. Ended up finding this post : [Is there a way to lookup Path by GUID?](https://qa.fmod.com/t/is-there-a-way-to-lookup-path-by-guid/17517)

```
static public string getPath(FMOD.GUID guid)
{
    string path = string.Empty;

    //FMOD.Studio.System sys;
    //FMOD.Studio.System.create(out sys);
    //sys.lookupPath(guid, out path);

    RuntimeManager.StudioSystem.lookupPath(guid, out path);

    return path;
}

```

Thanks 🙂

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### Author: ![patrickcozygames](https://avatars.discourse-cdn.com/v4/letter/p/f9ae1b/32.png) [@patrickcozygames](https://qa.fmod.com/u/patrickcozygames)
#### Post date: [May 5, 2025, 12:47pm UTC](https://qa.fmod.com/t/emitters-eventreference-path-not-included-in-build/19490/4 "2025-05-05T12:47:45Z")

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Why is the Path removed [Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)?

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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: [May 8, 2025, 7:24am UTC](https://qa.fmod.com/t/emitters-eventreference-path-not-included-in-build/19490/5 "2025-05-08T07:24:02Z")

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Path usage is excluded from FMOD’s integration code in builds for performance reasons. It’s more costly to perform string-based operations than GUID ones, so paths are used to provide human-readability in the Unity editor, and are then stripped out in builds in favor of using their corresponding GUIDs.
