# FMOD Plug-in Missing DSP plugin on Build (But not in editor)

**URL:** <https://qa.fmod.com/t/fmod-plug-in-missing-dsp-plugin-on-build-but-not-in-editor/19745>\
**Category:** Unity\
**Tags:** unity\
**Created:** [January 16, 2023, 10:07am UTC](https://qa.fmod.com/t/fmod-plug-in-missing-dsp-plugin-on-build-but-not-in-editor/19745 "2023-01-16T10:07:53Z")\
**Posts on this page:** 3\
**Page:** 1

<div class="post-metadata">

**Author:** ![Deinol](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/deinol/32/4477_2.png) [@Deinol](https://qa.fmod.com/u/Deinol)\
**Post date:** [January 16, 2023, 10:07am UTC](https://qa.fmod.com/t/fmod-plug-in-missing-dsp-plugin-on-build-but-not-in-editor/19745/1 "2023-01-16T10:07:53Z")

</div>

Hello,  
I am using a couple FMOD plug-ins on my Unity project (Unity 2020.3.25 using FMOD Studio Unity Integration package version 2.02.07) and they work perfectly on editor but once I build for Windows, I get an error message about one of them being missing (I have both its DLL and CSD files included on the x86\_64 folder under the Windows libs folder within the project) and I have added all of them to the project’s platform specific dynamic plugin list for every platform.  
 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/1/19a23d9297a3147a237ac0b4ddce4ec20d2e0510.png)

Plug-in files doesn’t have the same name as its reference (Plugin reference is “Nvrt” while files are called “PhaseInvert”, but after trying rebuilding them using Cabbage with the same name (And adding it using both names to the Dynamic Plugin lists), still gives the same error.

```auto
[FMOD] PluginEffectModel::init : Missing DSP plugin 'Nvrt'
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
FMODUnity.RuntimeUtils:DebugLogWarning(String)
FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr)

```

Any advice?

Thank you.

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<div class="post-metadata">

**Author:** ![Deinol](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/deinol/32/4477_2.png) [@Deinol](https://qa.fmod.com/u/Deinol)\
**Post date:** [January 18, 2023, 7:24am UTC](https://qa.fmod.com/t/fmod-plug-in-missing-dsp-plugin-on-build-but-not-in-editor/19745/2 "2023-01-18T07:24:23Z")

</div>

So for future reference, apparently Unity kept on removing the .CSD files of the Plug-ins from the build, so copying them manually into the “Data\Plugins\x86\_64” folder of the output build again (where the .DLL files already were) seems to fix the problem.

---

<div class="post-metadata">

**Author:** ![Deinol](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/deinol/32/4477_2.png) [@Deinol](https://qa.fmod.com/u/Deinol)\
**Post date:** [January 31, 2023, 6:09am UTC](https://qa.fmod.com/t/fmod-plug-in-missing-dsp-plugin-on-build-but-not-in-editor/19745/3 "2023-01-31T06:09:10Z")

</div>

PS:

> **[FMOD Plug-ins cannot be found on Unity build](https://forum.cabbageaudio.com/t/fmod-plug-ins-cannot-be-found-on-unity-build/3558)**
>
> Hi there! I’m having a bit of a problem to make FMOD Csound Plugins (Compiled in Cabagge) work on my Unity builds. I followed Rory’s videotutorial and didn’t help fix it either. The two plug-ins I’m using are working as intended in both FMOD...
