# How to automate FMOD parameter in Unity?

**URL:** <https://qa.fmod.com/t/how-to-automate-fmod-parameter-in-unity/16186>\
**Category:** Unity\
**Tags:** unity\
**Created:** [September 17, 2020, 4:57am UTC](https://qa.fmod.com/t/how-to-automate-fmod-parameter-in-unity/16186 "2020-09-17T04:57:24Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![burnum](https://avatars.discourse-cdn.com/v4/letter/b/f4b2a3/32.png) [@burnum](https://qa.fmod.com/u/burnum)\
**Post date:** [September 21, 2020, 10:34pm UTC](https://qa.fmod.com/t/how-to-automate-fmod-parameter-in-unity/16186/3 "2020-09-21T22:34:39Z")

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Ok, thanks for the clarification. In the meantime, I’ve created a modified FMODEventClip and hardcoded the parameters I want to automate as public variables, which seems to expose them to the animator. It’s a nasty hack but seems to be working for now. It seems like the major Unity limitation is that you can’t animate an array of values.

In [another post](https://qa.fmod.com/t/control-event-parameters-from-timeline/15816/3), richard\_simms mentioned:

> Currently there isn’t a way to automate parameters on the Unity timeline, however you can use the Unity animation feature to automate them.

I couldn’t figure out how to use the animation feature he mentioned to automate parameters, and I was hoping there was some documentation or that someone else had figured out how. I realize that’s more a Unity question than FMOD.

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