# I cannot get trigger zones to work - viking village

**URL:** <https://qa.fmod.com/t/i-cannot-get-trigger-zones-to-work-viking-village/14891>\
**Category:** Unity\
**Created:** [July 27, 2019, 9:18am UTC](https://qa.fmod.com/t/i-cannot-get-trigger-zones-to-work-viking-village/14891 "2019-07-27T09:18:58Z")\
**Posts on this page:** 3\
**Page:** 1

<div class="post-metadata">

**Author:** ![Jamesmello](https://avatars.discourse-cdn.com/v4/letter/j/94ad74/32.png) [@Jamesmello](https://qa.fmod.com/u/Jamesmello)\
**Post date:** [July 27, 2019, 9:18am UTC](https://qa.fmod.com/t/i-cannot-get-trigger-zones-to-work-viking-village/14891/1 "2019-07-27T09:18:58Z")

</div>

I’m new to Fmod and Unity.  
I’m using Unity 2019.1.11f1 and Fmod 2.00.00, 64 bit, build#101145

I’m working my way through the Viking Village Tutorial. I have got everything to work except trigger zones for the music. Actually, I got the trigger zones to work once and then a day later I got so many compiler errors in Unity it rendered the tutorial project useless and wouldn’t go into play mode. I started over with the Unity build above and started the tutorial over again. I have followed this sound designer’s instructions EXACTLY: [https://youtu.be/DI72MHPfh0k](https://youtu.be/DI72MHPfh0k)  
My music starts but it’s as if the trigger zones I created to change the music do not exist. Again, I got this to work once. I keep getting this warning over and over again after I exit play mode:

[FMOD] PlaylistInstrumentInstance::startFullLengthHook : Attempting to schedule a sound in the past, this could cause inaccurate playback.

UnityEngine.Debug:LogWarning(Object)  
FMODUnity.RuntimeManager:DEBUG\_CALLBACK(DEBUG\_FLAGS, StringWrapper, Int32, StringWrapper, StringWrapper) (at Assets/Plugins/FMOD/src/Runtime/RuntimeManager.cs:32)

I have no idea what this warning means. When I click on the “FlyingRigidBodyFPSController\_HighQulaity” and go to the component “Studio Event Emitter” \> Event and then click on the folder icon (next to the Search/magnifying glass icon), the “Fmod Events” window pops up where I can play my music and change the parameter slider and hear all the changes that are supposed to happen when I walk through the trigger zones. I can change the initial value of the FlyingRigidBody… and different corresponding music starts according to that exact initial value when i first enter play mode. However, I cannot get the trigger zones to change the music to the parameter they are assigned to change them to. I have re-built these trigger zones over and over again. Any idea what’s happening?? I got it to work once!

---

<div class="post-metadata">

**Author:** ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)\
**Post date:** [August 5, 2019, 1:59am UTC](https://qa.fmod.com/t/i-cannot-get-trigger-zones-to-work-viking-village/14891/2 "2019-08-05T01:59:13Z")

</div>

The Viking Village tutorial was made using FMOD Studio 1.08 and Unity 5. There are certain issues that can arise from migrating older projects in Unity, such as the FlyingRigidBodyFPSController\_HighQulaity gameobject losing it’s Player tag and the materials (used for the footsteps script) becoming read-only.

If you want to follow along with the tutorial then I recommend downloading Unity 5 and using FMOD Studio 1.08 just to understand the tutorials as they were intended, otherwise you will need to debug various warnings and compiler errors such as this.

---

<div class="post-metadata">

**Author:** ![ZealAura](https://avatars.discourse-cdn.com/v4/letter/z/85f322/32.png) [@ZealAura](https://qa.fmod.com/u/ZealAura)\
**Post date:** [September 19, 2019, 9:15pm UTC](https://qa.fmod.com/t/i-cannot-get-trigger-zones-to-work-viking-village/14891/3 "2019-09-19T21:15:49Z")

</div>

You should consider updating your Tutorials then, especially if they are obsolete.
