# FMOD Parameter Trigger not updating parameter in Unity

**URL:** https://qa.fmod.com/t/fmod-parameter-trigger-not-updating-parameter-in-unity/23415
**Category:** Unity
**Tags:** unity
**Created:** [October 1, 2025, 3:50am UTC](https://qa.fmod.com/t/fmod-parameter-trigger-not-updating-parameter-in-unity/23415 "2025-10-01T03:50:45Z")
**Posts on this page:** 1
**Showing post:** 2

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### Author: ![li\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/li_fmod/32/6577_2.png) [@li\_fmod](https://qa.fmod.com/u/li_fmod)
#### Post date: [October 2, 2025, 6:01am UTC](https://qa.fmod.com/t/fmod-parameter-trigger-not-updating-parameter-in-unity/23415/2 "2025-10-02T06:01:13Z")

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Hi,

Thanks for the detailed screenshots!

From what I can see, the issue might caused by timing: your `Studio Parameter Triggers` fire on **Object Start/Disable** , but the `Studio Event Emitter` on `PegBasic` only creates the event instance on **Collision Enter 2D**. When the triggers run, there’s no instance yet, so the local `Perk` parameter isn’t applied. Later, when the collision occurs and the instance is finally created, it uses the event’s default parameter value, which makes it seem like the parameter change didn’t work.

For reference, a similar discussion can be found here: [Changing Paremeters in Unity From Code - #2 by Leah\_FMOD](https://qa.fmod.com/t/changing-paremeters-in-unity-from-code/21495/2)

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