# How to set a position on Event.start rather than it's default 0,0,0 transform?

**URL:** <https://qa.fmod.com/t/how-to-set-a-position-on-event-start-rather-than-its-default-0-0-0-transform/13204>\
**Category:** Unity\
**Created:** [May 26, 2017, 5:33pm UTC](https://qa.fmod.com/t/how-to-set-a-position-on-event-start-rather-than-its-default-0-0-0-transform/13204 "2017-05-26T17:33:09Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Jackquinton](https://avatars.discourse-cdn.com/v4/letter/j/91b2a8/32.png) [@Jackquinton](https://qa.fmod.com/u/Jackquinton)\
**Post date:** [May 26, 2017, 5:33pm UTC](https://qa.fmod.com/t/how-to-set-a-position-on-event-start-rather-than-its-default-0-0-0-transform/13204/1 "2017-05-26T17:33:09Z")

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I’ve replaced a oneshot with an event instance to control parameters but I can’t set the position of the sound the same way.  
How would I set my event.start the same way the commented out one shot is above?

```
  if(shootHit.collider.tag == "Metal")
            {

                          Debug.Log("metal was hit"); 
            //FMODUnity.RuntimeManager.PlayOneShot(metalHit, shootHit.transform.position);
            metalEvent.start();
```

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**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [May 29, 2017, 1:34am UTC](https://qa.fmod.com/t/how-to-set-a-position-on-event-start-rather-than-its-default-0-0-0-transform/13204/2 "2017-05-29T01:34:11Z")

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Using [Set3DAttributes](https://www.fmod.org/docs/content/generated/FMOD_Studio_EventInstance_Set3DAttributes.html) or AttachInstanceToGameObject will update the events position.  
You can find an example of it here: [script\_example\_basic](http://www.fmod.org/documentation/#content/generated/engine_new_unity/script_example_basic.html)
