# Lag every 5 seconds

**URL:** <https://qa.fmod.com/t/lag-every-5-seconds/15241>\
**Category:** Unity\
**Created:** [November 21, 2019, 5:05pm UTC](https://qa.fmod.com/t/lag-every-5-seconds/15241 "2019-11-21T17:05:49Z")\
**Posts on this page:** 1\
**Showing post:** 4

<div class="post-metadata">

**Author:** ![danpixeltoys](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/danpixeltoys/32/659_2.png) [@danpixeltoys](https://qa.fmod.com/u/danpixeltoys)\
**Post date:** [November 26, 2019, 9:57am UTC](https://qa.fmod.com/t/lag-every-5-seconds/15241/4 "2019-11-26T09:57:42Z")

</div>

We’ve been encountering the same problem on 2.00.06. It looks like it’s reimporting the banks every 5 seconds:

Line 529 in EventManager.cs

```
// Clean out any stale .bank files
string[] currentBankFiles = Directory.GetFiles(bankTargetFolder, "*." + bankTargetExension);
foreach (var bankFileName in currentBankFiles)
{
    string assetString = bankFileName.Replace(Application.dataPath, "Assets");
    AssetDatabase.ImportAsset(assetString);
    UnityEngine.Object obj = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(assetString);
    string[] labels = AssetDatabase.GetLabels(obj);
    bool containsLabel = false;
    foreach (string label in labels)
    {
        if (label.Equals("FMOD"))
        {
            containsLabel = true;
            break;
        }
    }

    string bankName = Path.GetFileNameWithoutExtension(bankFileName);
    if (containsLabel && (!eventCache.EditorBanks.Exists((x) => bankName == x.Name)))
    {
        File.Delete(bankFileName);
        madeChanges = true;
    }
}

```

Reverting EventManager.cs to its state in 2.00.05 fixes the lag.

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_[View the full topic](https://qa.fmod.com/t/lag-every-5-seconds/15241)._
