# FMODUnity.EventRef is Obsolete

**URL:** https://qa.fmod.com/t/fmodunity-eventref-is-obsolete/20429
**Category:** Unity
**Created:** [July 17, 2023, 3:44pm UTC](https://qa.fmod.com/t/fmodunity-eventref-is-obsolete/20429 "2023-07-17T15:44:08Z")
**Posts on this page:** 6
**Page:** 1

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### Author: ![graysond](https://avatars.discourse-cdn.com/v4/letter/g/47e85d/32.png) [@graysond](https://qa.fmod.com/u/graysond)
#### Post date: [July 17, 2023, 3:44pm UTC](https://qa.fmod.com/t/fmodunity-eventref-is-obsolete/20429/1 "2023-07-17T15:44:08Z")

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Hi. I am currently stuck on an error. I left an image below to help understand the issue. Basically I’m having a hard time understanding what to do when the EventRef is obsolete. I looked at other forums and tried to copy their approach but that just raises more errors. I want to add basic first person footsteps sounds that change based on the terrain.

 ![Screenshot 2023-07-17 114335](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/f/f509aebffcab283800079029c9bae01dc192ffa6.png)

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### Author: ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)
#### Post date: [July 18, 2023, 1:28am UTC](https://qa.fmod.com/t/fmodunity-eventref-is-obsolete/20429/2 "2023-07-18T01:28:05Z")

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Hi,

What version of the FMOD integration are you using?

The issue is `EventRef` was made obsolete in FMOD 2.02, I would suggest running the `Event Reference Updater` ([Unity Integration | Tools](https://fmod.com/docs/2.02/unity/tools.html#event-reference-updater)), which walks you through the process of changing references to `EventRef` to `FMODUnity.EventReference`. It can be found in the FMOD drop-down on the Unity toolbar:

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/b/b5440b6ad10e2dfb712a7d5929af85e3a901254e.png)

Hope this helps!

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### Author: ![Sintetic](https://avatars.discourse-cdn.com/v4/letter/s/c37758/32.png) [@Sintetic](https://qa.fmod.com/u/Sintetic)
#### Post date: [December 30, 2023, 9:19am UTC](https://qa.fmod.com/t/fmodunity-eventref-is-obsolete/20429/3 "2023-12-30T09:19:16Z")

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Hello! Do you fix it?

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### Author: ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)
#### Post date: [January 2, 2024, 12:13am UTC](https://qa.fmod.com/t/fmodunity-eventref-is-obsolete/20429/4 "2024-01-02T00:13:57Z")

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Hi,

What version of the FMOD integration are you using?

Did you run the Event Reference Updater?

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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: [May 11, 2026, 5:06pm UTC](https://qa.fmod.com/t/fmodunity-eventref-is-obsolete/20429/5 "2026-05-11T17:06:54Z")

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I’m currently working on upgrading an old project to be able to build with the newest version of FMOD (2.03+)

I’m using the Event Reference Updater to swap all EventRef to EventReference

I have 80~ scenes to parse each time I need to run the scan and it takes more than 20 min.

I would love to be able to tell de Update to **just scan opened scenes** , or scenes from the Build settings. Instead of the Updater going through all the project’s scenes (most of which i don’t need to update anyway)

Thanks 🙂

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### Author: ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)
#### Post date: [May 13, 2026, 2:12am UTC](https://qa.fmod.com/t/fmodunity-eventref-is-obsolete/20429/6 "2026-05-13T02:12:10Z")

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Hi,

Thank you for reaching out.

There is a task to implement such a feature. I will add your interest to the task.
