# Is Desktop Build Folder Required for the "FMOD Studio Project" Bank Import Source Type?

**URL:** https://qa.fmod.com/t/is-desktop-build-folder-required-for-the-fmod-studio-project-bank-import-source-type/24429
**Category:** Unity
**Created:** [July 28, 2026, 12:44am UTC](https://qa.fmod.com/t/is-desktop-build-folder-required-for-the-fmod-studio-project-bank-import-source-type/24429 "2026-07-28T00:44:21Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![fla5hback](https://avatars.discourse-cdn.com/v4/letter/f/8c91f0/32.png) [@fla5hback](https://qa.fmod.com/u/fla5hback)
#### Post date: [July 28, 2026, 12:44am UTC](https://qa.fmod.com/t/is-desktop-build-folder-required-for-the-fmod-studio-project-bank-import-source-type/24429/1 "2026-07-28T00:44:21Z")

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Hey there,

I’m working on a test Android game project for learning purposes. I created a new FMOD Project, removed the **Desktop platform** from **Build Preferences** and added a **Mobile platform**. Then I built my banks and got `Master.bank` and `Master.strings.bank` in my `/Build/Mobile` directory. But when I tried to import these banks to Unity via the FMOD Studio project, I got the following error, which is why I’m asking the question in the title:

FMOD: Bank refresh failed: Directory ../../FMOD Studio Projects/TestProject/Build/Desktop doesn’t exist. Please confirm project directory in the settings.  
UnityEngine.Debug:LogErrorFormat (string,object)  
FMODUnity.RuntimeUtils:DebugLogErrorFormat (string,object) (at Assets/Plugins/FMOD/src/RuntimeUtils.cs:604)  
FMODUnity.BankRefreshWindow:HandleBankRefresh (string) (at Assets/Plugins/FMOD/src/Editor/BankRefreshWindow.cs:81)  
FMODUnity.BankRefresher:HandleBankRefresh (string) (at Assets/Plugins/FMOD/src/Editor/BankRefresher.cs:129)  
FMODUnity.EventManager:RefreshBanks () (at Assets/Plugins/FMOD/src/Editor/EventManager.cs:44)  
FMODUnity.SettingsEditor:BrowseForSourceProjectPath (UnityEditor.SerializedObject) (at Assets/Plugins/FMOD/src/Editor/SettingsEditor.cs:2745)  
FMODUnity.SetupWizardWindow:LinkingPage () (at Assets/Plugins/FMOD/src/Editor/SetupWizard.cs:548)  
FMODUnity.SetupWizardWindow:OnGUI () (at Assets/Plugins/FMOD/src/Editor/SetupWizard.cs:323)  
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

I also read through [this topic from 2017](https://qa.fmod.com/t/unity-cant-find-custom-fmod-build-path/13158), which seemed similar to my case, but I couldn’t find an answer to my question.

I’m using FMOD v2.03.13 (Studio and Integration) and Unity 2022.3.50f1.

Thanks!

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<div class="post-metadata">

### 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: [July 30, 2026, 3:27am UTC](https://qa.fmod.com/t/is-desktop-build-folder-required-for-the-fmod-studio-project-bank-import-source-type/24429/2 "2026-07-30T03:27:46Z")

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Hi!

Yes, a Desktop build folder is required for the “FMOD Studio Project” or “Multiple Platform Build” source types. The integration expects a Desktop build folder in order to populate cached editor data. If you have a “Mobile” platform in Studio and create a “Mobile” platform in FMOD for Unity’s platform specific settings, only the Mobile banks will be copied to the output when you build your Unity project to iOS/Android.

As a result, you’ll either need to create Desktop platform and build banks for it for the Unity editor, or swap to using the “Single Platform Build” source type.
