# FMOD waiting for user code in FMODUnity.dll to finish Executing

**URL:** <https://qa.fmod.com/t/fmod-waiting-for-user-code-in-fmodunity-dll-to-finish-executing/21260>\
**Category:** Unity\
**Created:** [February 19, 2024, 11:25am UTC](https://qa.fmod.com/t/fmod-waiting-for-user-code-in-fmodunity-dll-to-finish-executing/21260 "2024-02-19T11:25:08Z")\
**Posts on this page:** 1\
**Showing post:** 8

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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:** [April 30, 2024, 5:41am UTC](https://qa.fmod.com/t/fmod-waiting-for-user-code-in-fmodunity-dll-to-finish-executing/21260/8 "2024-04-30T05:41:11Z")

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> [@Tombo\_Meta](#):
>
> Why might the studio system not release correctly?

Something callback related would be my first guess - for example:

- Getting stuck in a user callback that is triggered when the system tries to release
- A user callback (typically with behavior that occurs when the system is releasing) not meeting the requirements set out in [the Callbacks section](https://www.fmod.com/docs/2.02/unity/user-guide.html#callbacks) of the FMOD for Unity user guide

If you’re using callbacks, especially those that would fire when the system is releasing, I would recommend making sure that the code there is safe and meets the requirements mentioned above.

Attempting to do something FMOD related (e.g. something like creating another system) from a different thread when the existing system is releasing may also cause issues. However, this is less likely unless you’ve modified the FMOD for Unity plugin heavily, or have a lot of your own custom editor code for interacting with FMOD.

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