# ERR\_PLUGIN\_MISSING in Unity WebGL build only

**URL:** https://qa.fmod.com/t/err-plugin-missing-in-unity-webgl-build-only/14958
**Category:** Unity
**Created:** [August 18, 2019, 2:59am UTC](https://qa.fmod.com/t/err-plugin-missing-in-unity-webgl-build-only/14958 "2019-08-18T02:59:31Z")
**Posts on this page:** 9
**Page:** 1

<div class="post-metadata">

### Author: ![rhys\_vdw](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/rhys_vdw/32/2454_2.png) [@rhys\_vdw](https://qa.fmod.com/u/rhys_vdw)
#### Post date: [August 18, 2019, 2:59am UTC](https://qa.fmod.com/t/err-plugin-missing-in-unity-webgl-build-only/14958/1 "2019-08-18T02:59:31Z")

</div>

Everything works perfectly on macOS, Windows and WebGL _debug_ builds (using `libfmodstudiounitypluginL.bc`).

When using `libfmodstudiounityplugin.bc` (for a production build) I get the following error:

```
UnityLoader.js:4 
6185f612-b732-4e73-b3f4-d91d38e5afb0:2 warning: 2 FS.syncfs operations in flight at once, probably just doing extra work
UnityLoader.js:4 [FMOD] Finished loading http://localhost:8000/StreamingAssets/Master Bank.strings.bank
UnityLoader.js:4  
UnityLoader.js:4 (Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
UnityLoader.js:4 
UnityLoader.js:4 [FMOD] loadFromWeb. Path = http://localhost:8000/StreamingAssets/Master Bank.bank, result = ERR_PLUGIN_MISSING.
UnityLoader.js:4  
UnityLoader.js:4 (Filename: ./Runtime/Export/Debug.bindings.h Line: 45)
UnityLoader.js:4 
UnityLoader.js:4 BankLoadException: [FMOD] Could not load bank 'http://localhost:8000/StreamingAssets/Master Bank.bank' : ERR_PLUGIN_MISSING : A requested output, dsp unit type or codec was not available.
UnityLoader.js:4 at FMODUnity.RuntimeManager.loadedBankRegister (FMODUnity.RuntimeManager+LoadedBank loadedBank, System.String bankPath, System.String bankName, System.Boolean loadSamples, FMOD.RESULT loadResult) [0x00000] in <00000000000000000000000000000000>:0 
UnityLoader.js:4  
UnityLoader.js:4 (Filename: currently not available on il2cpp Line: -1)

```

I see in the [HTML5 API docs](https://www.fmod.com/resources/documentation-api?version=1.10&page=content/generated/platform_js/basics.html) (under “DSP Effect support”) that some plugins are removed from the build, however this is not listed under the [unity WebGL build docs](https://www.fmod.com/resources/documentation-api?version=1.10&page=content/generated/engine_new_unity/html5_webgl.html). Nor am I sure whether changing `bc` file would change plugin availability.

Thanks.

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<div class="post-metadata">

### Author: ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)
#### Post date: [August 23, 2019, 4:38am UTC](https://qa.fmod.com/t/err-plugin-missing-in-unity-webgl-build-only/14958/2 "2019-08-23T04:38:31Z")

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Changing the `bc` file won’t change the effects available, unfortunately due to the working of some effects they just aren’t available for HTML5.

The Unity docs should be used as an extension of the API docs, as the integration is built on top of the API’s.

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<div class="post-metadata">

### Author: ![rhys\_vdw](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/rhys_vdw/32/2454_2.png) [@rhys\_vdw](https://qa.fmod.com/u/rhys_vdw)
#### Post date: [August 23, 2019, 5:13am UTC](https://qa.fmod.com/t/err-plugin-missing-in-unity-webgl-build-only/14958/3 "2019-08-23T05:13:31Z")

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Cameron,

Right, much as I expected.

So do you have any thoughts on why I might get this error with `libfmodstudiounityplugin.bc` but _not_ with `libfmodstudiounitypluginL.bc`?

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<div class="post-metadata">

### Author: ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)
#### Post date: [August 26, 2019, 1:25am UTC](https://qa.fmod.com/t/err-plugin-missing-in-unity-webgl-build-only/14958/4 "2019-08-26T01:25:07Z")

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My apologies, I was wrong about the effects.

The release library (libfmodstudiounityplugin) uses a reduced build which does not contain the effects listed in the [HTML5 API docs](https://www.fmod.com/resources/documentation-api?version=2.0&page=platforms-html5.html#dsp-effect-support). But the debug library (libfmodstudiounitypluginL) does contain these effects.

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<div class="post-metadata">

### Author: ![rhys\_vdw](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/rhys_vdw/32/2454_2.png) [@rhys\_vdw](https://qa.fmod.com/u/rhys_vdw)
#### Post date: [August 26, 2019, 5:28am UTC](https://qa.fmod.com/t/err-plugin-missing-in-unity-webgl-build-only/14958/5 "2019-08-26T05:28:50Z")

</div>

Right, thanks for that.

So what’s the move here? Right now we’ve got the dev build in production which is not ideal (but it’s running fine). Is it possible to add these effects to the release build, or should we use trial and error to work out which ones are being used by the FMOD project? Is there a way to restrict them from the project so that our sound guy doesn’t accidentally use them, or better still to create a conditional build that bypasses these effects for the web version?

btw, I think having different capabilities between the debug and release builds is quite counter-intuitive. I switched to debug to get more info about the missing plugin, but after doing this it’s no longer missing so I don’t find out which one it is!

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<div class="post-metadata">

### Author: ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)
#### Post date: [August 28, 2019, 11:26pm UTC](https://qa.fmod.com/t/err-plugin-missing-in-unity-webgl-build-only/14958/6 "2019-08-28T23:26:46Z")

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> [@rhys\_vdw](#):
>
> Is it possible to add these effects to the release build, or should we use trial and error to work out which ones are being used by the FMOD project?

There are only three effects that aren’t supported by the reduced/release lib:

- Pitch Shift
- Convolution Reverb
- Loudness Meter

[https://fmod.com/resources/documentation-api?version=2.0&page=platforms-html5.html#dsp-effect-support](https://fmod.com/resources/documentation-api?version=2.0&page=platforms-html5.html#dsp-effect-support)

You can filter the Event Browser and Mixer windows by DSP effect.

> [@rhys\_vdw](#):
>
> I think having different capabilities between the debug and release builds is quite counter-intuitive.

That is a fair point, as this is the only platform that has done this it seems a little odd.

libfmodstudiounityplugin.bc links to fmod\_reduced.bc by default. To get the full feature set use libfmodstudiounitypluginL.bc instead.

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<div class="post-metadata">

### Author: ![rhys\_vdw](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/rhys_vdw/32/2454_2.png) [@rhys\_vdw](https://qa.fmod.com/u/rhys_vdw)
#### Post date: [August 29, 2019, 12:20am UTC](https://qa.fmod.com/t/err-plugin-missing-in-unity-webgl-build-only/14958/7 "2019-08-29T00:20:01Z")

</div>

Thanks Cameron, that’s all the info I need to proceed from here. I appreciate the clear and thoughtful responses.

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<div class="post-metadata">

### Author: ![rhys\_vdw](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/rhys_vdw/32/2454_2.png) [@rhys\_vdw](https://qa.fmod.com/u/rhys_vdw)
#### Post date: [August 29, 2019, 12:23am UTC](https://qa.fmod.com/t/err-plugin-missing-in-unity-webgl-build-only/14958/8 "2019-08-29T00:23:05Z")

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Oh actually, was this a typo?

> libfmodstudiounityplugin.bc links to fmod\_reduced.bc by default. To get the full feature set use libfmodstudiounityplugin.bc instead.

You’ve named the same file twice.

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<div class="post-metadata">

### Author: ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)
#### Post date: [August 29, 2019, 12:24am UTC](https://qa.fmod.com/t/err-plugin-missing-in-unity-webgl-build-only/14958/9 "2019-08-29T00:24:33Z")

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Whoops yes it was, should have been libfmodstudiounitypluginL.bc in the second case, I have updated it now.
