# LiveUpdate network connection failing constantly even if no profiler is attached

**URL:** https://qa.fmod.com/t/liveupdate-network-connection-failing-constantly-even-if-no-profiler-is-attached/15232
**Category:** Unity
**Created:** [November 19, 2019, 10:17am UTC](https://qa.fmod.com/t/liveupdate-network-connection-failing-constantly-even-if-no-profiler-is-attached/15232 "2019-11-19T10:17:31Z")
**Posts on this page:** 20
**Page:** 1

<div class="post-metadata">

### Author: ![daniel.m43](https://avatars.discourse-cdn.com/v4/letter/d/ac91a4/32.png) [@daniel.m43](https://qa.fmod.com/u/daniel.m43)
#### Post date: [November 19, 2019, 10:17am UTC](https://qa.fmod.com/t/liveupdate-network-connection-failing-constantly-even-if-no-profiler-is-attached/15232/1 "2019-11-19T10:17:31Z")

</div>

Hello,

I’m not exactly sure of the repro steps yet, but basically, after a couple of times hitting the play button, all the subsequent plays raise an error because the network port for live update is in use. Disabling live update “fixes the issue”, but that’s obviously not a real fix.

We don’t even have the fmod profiler connected or any fmod studio editor instance running. In my case, I only have Unity 2019.2.10 with the Switch as target, Visual Studio 2017 and a couple of programs that don’t use port 10048 afaik.

Log:

> **Summary**
>
> [FMOD] FMOD\_OS\_Net\_Listen : bind failed 10048
> 
> 0x00007FF71CED260C (Unity) StackWalker::GetCurrentCallstack  
> 0x00007FF71CED5AE1 (Unity) StackWalker::ShowCallstack  
> 0x00007FF71B76E835 (Unity) GetStacktrace  
> 0x00007FF71DA893AD (Unity) DebugStringToFile  
> 0x00007FF71CF06A94 (Unity) DebugLogHandler\_CUSTOM\_Internal\_Log  
> 0x000002C9A4A8C4FB (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal\_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)  
> 0x000002C9A4A8C3AB (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])  
> 0x000002C9A4AADB46 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)  
> 0x000002C9A4AAD8DA (Mono JIT Code) UnityEngine.Debug:LogError (object)  
> 0x000002C9A4AAC3AB (Mono JIT Code) [RuntimeManager.cs:28] FMODUnity.RuntimeManager:DEBUG\_CALLBACK (FMOD.DEBUG\_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)  
> 0x000002C9A4AA9E0B (Mono JIT Code) (wrapper native-to-managed) FMODUnity.RuntimeManager:DEBUG\_CALLBACK (FMOD.DEBUG\_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)  
> 0x00007FFC04669A8C (())  
> 0x00007FFC0474627B (())  
> 0x00007FFC04728157 (())  
> 0x00007FFC046DB8F2 (())  
> 0x00007FFC046744FA (())  
> 0x00007FFC045A4DC4 (())  
> 0x00007FFC04573D60 (())  
> 0x00007FFC0462628C (())  
> 0x00007FFC046A8ED1 (())  
> 0x00007FFC046792D7 (())  
> 0x00007FFC047973A3 (())  
> 0x00007FFC0479754A (())  
> 0x00007FFC6C047974 (KERNEL32) BaseThreadInitThunk  
> 0x00007FFC6E12A271 (ntdll) RtlUserThreadStart
> 
> (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
> 
> [FMOD] AsyncManager::asyncThreadLoop : System::update returned error 43.
> 
> 0x00007FF71CED260C (Unity) StackWalker::GetCurrentCallstack  
> 0x00007FF71CED5AE1 (Unity) StackWalker::ShowCallstack  
> 0x00007FF71B76E835 (Unity) GetStacktrace  
> 0x00007FF71DA893AD (Unity) DebugStringToFile  
> 0x00007FF71CF06A94 (Unity) DebugLogHandler\_CUSTOM\_Internal\_Log  
> 0x000002C9A4A8C4FB (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal\_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)  
> 0x000002C9A4A8C3AB (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])  
> 0x000002C9A4AADB46 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)  
> 0x000002C9A4AAD8DA (Mono JIT Code) UnityEngine.Debug:LogError (object)  
> 0x000002C9A4AAC3AB (Mono JIT Code) [RuntimeManager.cs:28] FMODUnity.RuntimeManager:DEBUG\_CALLBACK (FMOD.DEBUG\_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)  
> 0x000002C9A4AA9E0B (Mono JIT Code) (wrapper native-to-managed) FMODUnity.RuntimeManager:DEBUG\_CALLBACK (FMOD.DEBUG\_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)  
> 0x00007FFC04669A8C (())  
> 0x00007FFC04626400 (())  
> 0x00007FFC046A8ED1 (())  
> 0x00007FFC046792D7 (())  
> 0x00007FFC047973A3 (())  
> 0x00007FFC0479754A (())  
> 0x00007FFC6C047974 (KERNEL32) BaseThreadInitThunk  
> 0x00007FFC6E12A271 (ntdll) RtlUserThreadStart
> 
> (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
> 
> [FMOD] FMOD\_OS\_Net\_Listen : bind failed 10048
> 
> 0x00007FF71CED260C (Unity) StackWalker::GetCurrentCallstack  
> 0x00007FF71CED5AE1 (Unity) StackWalker::ShowCallstack  
> 0x00007FF71B76E835 (Unity) GetStacktrace  
> 0x00007FF71DA893AD (Unity) DebugStringToFile  
> 0x00007FF71CF06A94 (Unity) DebugLogHandler\_CUSTOM\_Internal\_Log  
> 0x000002C9A4A8C4FB (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal\_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)  
> 0x000002C9A4A8C3AB (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])  
> 0x000002C9A4AADB46 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)  
> 0x000002C9A4AAD8DA (Mono JIT Code) UnityEngine.Debug:LogError (object)  
> 0x000002C9A4AAC3AB (Mono JIT Code) [RuntimeManager.cs:28] FMODUnity.RuntimeManager:DEBUG\_CALLBACK (FMOD.DEBUG\_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)  
> 0x000002C9A4AA9E0B (Mono JIT Code) (wrapper native-to-managed) FMODUnity.RuntimeManager:DEBUG\_CALLBACK (FMOD.DEBUG\_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)  
> 0x00007FFC04669A8C (())  
> 0x00007FFC0474627B (())  
> 0x00007FFC04728157 (())  
> 0x00007FFC046DB8F2 (())  
> 0x00007FFC046744FA (())  
> 0x00007FFC045A4DC4 (())  
> 0x00007FFC04573D60 (())  
> 0x00007FFC0462628C (())  
> 0x00007FFC046A8ED1 (())  
> 0x00007FFC046792D7 (())  
> 0x00007FFC047973A3 (())  
> 0x00007FFC0479754A (())  
> 0x00007FFC6C047974 (KERNEL32) BaseThreadInitThunk  
> 0x00007FFC6E12A271 (ntdll) RtlUserThreadStart
> 
> (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
> 
> [FMOD] AsyncManager::asyncThreadLoop : System::update returned error 43.
> 
> 0x00007FF71CED260C (Unity) StackWalker::GetCurrentCallstack  
> 0x00007FF71CED5AE1 (Unity) StackWalker::ShowCallstack  
> 0x00007FF71B76E835 (Unity) GetStacktrace  
> 0x00007FF71DA893AD (Unity) DebugStringToFile  
> 0x00007FF71CF06A94 (Unity) DebugLogHandler\_CUSTOM\_Internal\_Log  
> 0x000002C9A4A8C4FB (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal\_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)  
> 0x000002C9A4A8C3AB (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])  
> 0x000002C9A4AADB46 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)  
> 0x000002C9A4AAD8DA (Mono JIT Code) UnityEngine.Debug:LogError (object)  
> 0x000002C9A4AAC3AB (Mono JIT Code) [RuntimeManager.cs:28] FMODUnity.RuntimeManager:DEBUG\_CALLBACK (FMOD.DEBUG\_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)  
> 0x000002C9A4AA9E0B (Mono JIT Code) (wrapper native-to-managed) FMODUnity.RuntimeManager:DEBUG\_CALLBACK (FMOD.DEBUG\_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)  
> 0x00007FFC04669A8C (())  
> 0x00007FFC04626400 (())  
> 0x00007FFC046A8ED1 (())  
> 0x00007FFC046792D7 (())  
> 0x00007FFC047973A3 (())  
> 0x00007FFC0479754A (())  
> 0x00007FFC6C047974 (KERNEL32) BaseThreadInitThunk  
> 0x00007FFC6E12A271 (ntdll) RtlUserThreadStart
> 
> (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
> 
> [FMOD] Cannot open network port for Live Update (in-use), restarting with Live Update disabled.  
> UnityEngine.DebugLogHandler:Internal\_Log(LogType, LogOption, String, Object)  
> UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])  
> UnityEngine.Logger:Log(LogType, Object)  
> UnityEngine.Debug:LogWarning(Object)  
> FMODUnity.RuntimeManager:Initialize() (at Assets\Plugins\FMOD\src\Runtime\RuntimeManager.cs:269)  
> FMODUnity.RuntimeManager:get\_Instance() (at Assets\Plugins\FMOD\src\Runtime\RuntimeManager.cs:104)  
> FMODUnity.RuntimeManager:PathToGUID(String) (at Assets\Plugins\FMOD\src\Runtime\RuntimeManager.cs:905)  
> FMODUnity.RuntimeManager:GetEventDescription(String) (at Assets\Plugins\FMOD\src\Runtime\RuntimeManager.cs:991)  
> FMODUnity.StudioEventEmitter:Lookup() (at Assets\Plugins\FMOD\src\Runtime\StudioEventEmitter.cs:97)  
> FMODUnity.StudioEventEmitter:Play() (at Assets\Plugins\FMOD\src\Runtime\StudioEventEmitter.cs:124)  
> FMODUnity.StudioEventEmitter:HandleGameEvent(EmitterGameEvent) (at Assets\Plugins\FMOD\src\Runtime\StudioEventEmitter.cs:87)  
> FMODUnity.EventHandler:OnEnable() (at Assets\Plugins\FMOD\src\Runtime\EventHandler.cs:11)
> 
> (Filename: Assets/Plugins/FMOD/src/Runtime/RuntimeManager.cs Line: 269)
> 
> [FMOD] system\_release : Failed to call stopRecordCommands during system release (Error code 43)
> 
> 0x00007FF71CED260C (Unity) StackWalker::GetCurrentCallstack  
> 0x00007FF71CED5AE1 (Unity) StackWalker::ShowCallstack  
> 0x00007FF71B76E835 (Unity) GetStacktrace  
> 0x00007FF71DA893AD (Unity) DebugStringToFile  
> 0x00007FF71CF06A94 (Unity) DebugLogHandler\_CUSTOM\_Internal\_Log  
> 0x000002C9A4A8C4FB (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal\_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)  
> 0x000002C9A4A8C3AB (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])  
> 0x000002C9A4AADB46 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)  
> 0x000002C9A4AAD8DA (Mono JIT Code) UnityEngine.Debug:LogError (object)  
> 0x000002C9A4AAC3AB (Mono JIT Code) [RuntimeManager.cs:28] FMODUnity.RuntimeManager:DEBUG\_CALLBACK (FMOD.DEBUG\_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)  
> 0x000002C9A4AA9E0B (Mono JIT Code) (wrapper native-to-managed) FMODUnity.RuntimeManager:DEBUG\_CALLBACK (FMOD.DEBUG\_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)  
> 0x00007FFC04669A8C (())  
> 0x00007FFC045CC85A (())  
> 0x00007FFC045C71C7 (())  
> 0x000002C9A4A8FB6A (Mono JIT Code) (wrapper managed-to-native) FMOD.Studio.System:FMOD\_Studio\_System\_Release (intptr)  
> 0x000002C9A4AAFE2B (Mono JIT Code) [fmod\_studio.cs:409] FMOD.Studio.System:release ()  
> 0x000002C9A4AA78BB (Mono JIT Code) [RuntimeManager.cs:271] FMODUnity.RuntimeManager:Initialize ()  
> 0x000002C9A4AA2ADB (Mono JIT Code) [RuntimeManager.cs:104] FMODUnity.RuntimeManager:get\_Instance ()  
> 0x000002C9A4AA1F3B (Mono JIT Code) [RuntimeManager.cs:905] FMODUnity.RuntimeManager:PathToGUID (string)  
> 0x000002C9A4AA1983 (Mono JIT Code) [RuntimeManager.cs:991] FMODUnity.RuntimeManager:GetEventDescription (string)  
> 0x000002C9A4AA157B (Mono JIT Code) [StudioEventEmitter.cs:97] FMODUnity.StudioEventEmitter:Lookup ()  
> 0x000002C9A4AA0283 (Mono JIT Code) [StudioEventEmitter.cs:124] FMODUnity.StudioEventEmitter:Play ()  
> 0x000002C9A4A8F953 (Mono JIT Code) [StudioEventEmitter.cs:87] FMODUnity.StudioEventEmitter:HandleGameEvent (FMODUnity.EmitterGameEvent)  
> 0x000002C9A4A8F812 (Mono JIT Code) [EventHandler.cs:11] FMODUnity.EventHandler:OnEnable ()  
> 0x000002C9A4C00CC8 (Mono JIT Code) (wrapper runtime-invoke) object:runtime\_invoke\_void\_\_this\_\_ (object,intptr,intptr,intptr)  
> 0x00007FFC0B04C010 (mono-2.0-bdwgc) [mini-runtime.c:2809] mono\_jit\_runtime\_invoke  
> 0x00007FFC0AFD2122 (mono-2.0-bdwgc) [object.c:2921] do\_runtime\_invoke  
> 0x00007FFC0AFDB11F (mono-2.0-bdwgc) [object.c:2968] mono\_runtime\_invoke  
> 0x00007FF71CE5C842 (Unity) scripting\_method\_invoke  
> 0x00007FF71CE564F1 (Unity) ScriptingInvocation::Invoke  
> 0x00007FF71CE0F5DB (Unity) MonoBehaviour::CallMethodIfAvailable  
> 0x00007FF71CE0D4AE (Unity) MonoBehaviour::AddToManager  
> 0x00007FF71CE0E01C (Unity) MonoBehaviour::AwakeFromLoad  
> 0x00007FF71B742AC7 (Unity) AwakeFromLoadQueue::InvokePersistentManagerAwake  
> 0x00007FF71B7436E0 (Unity) AwakeFromLoadQueue::PersistentManagerAwakeFromLoad  
> 0x00007FF71C9534E6 (Unity) LoadSceneOperation::CompleteAwakeSequence  
> 0x00007FF71C954265 (Unity) LoadSceneOperation::IntegrateMainThread  
> 0x00007FF71C957BB6 (Unity) PreloadManager::UpdatePreloadingSingleStep  
> 0x00007FF71C95824B (Unity) PreloadManager::WaitForAllAsyncOperationsToComplete  
> 0x00007FF71B4428AD (Unity) EditorSceneManager::RestoreSceneBackups  
> 0x00007FF71AEC9668 (Unity) PlayerLoopController::EnterPlayMode  
> 0x00007FF71AEDC80D (Unity) PlayerLoopController::SetIsPlaying  
> 0x00007FF71AEDF767 (Unity) Application::TickTimer  
> 0x00007FF71B775D50 (Unity) MainMessageLoop  
> 0x00007FF71B77876F (Unity) WinMain  
> 0x00007FF71E424672 (Unity) \_\_scrt\_common\_main\_seh  
> 0x00007FFC6C047974 (KERNEL32) BaseThreadInitThunk  
> 0x00007FFC6E12A271 (ntdll) RtlUserThreadStart
> 
> (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
> 
> [FMOD] FMOD\_OS\_Net\_Listen : bind failed 10048
> 
> 0x00007FF71CED260C (Unity) StackWalker::GetCurrentCallstack  
> 0x00007FF71CED5AE1 (Unity) StackWalker::ShowCallstack  
> 0x00007FF71B76E835 (Unity) GetStacktrace  
> 0x00007FF71DA893AD (Unity) DebugStringToFile  
> 0x00007FF71CF06A94 (Unity) DebugLogHandler\_CUSTOM\_Internal\_Log  
> 0x000002C9A4A8C4FB (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal\_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)  
> 0x000002C9A4A8C3AB (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])  
> 0x000002C9A4AADB46 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)  
> 0x000002C9A4AAD8DA (Mono JIT Code) UnityEngine.Debug:LogError (object)  
> 0x000002C9A4AAC3AB (Mono JIT Code) [RuntimeManager.cs:28] FMODUnity.RuntimeManager:DEBUG\_CALLBACK (FMOD.DEBUG\_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)  
> 0x000002C9A4AA9E0B (Mono JIT Code) (wrapper native-to-managed) FMODUnity.RuntimeManager:DEBUG\_CALLBACK (FMOD.DEBUG\_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)  
> 0x00007FFC04669A8C (())  
> 0x00007FFC0474627B (())  
> 0x00007FFC04728157 (())  
> 0x00007FFC046DB8F2 (())  
> 0x00007FFC046744FA (())  
> 0x00007FFC045A4DC4 (())  
> 0x00007FFC04573D60 (())  
> 0x00007FFC0462628C (())  
> 0x00007FFC046A8ED1 (())  
> 0x00007FFC046792D7 (())  
> 0x00007FFC047973A3 (())  
> 0x00007FFC0479754A (())  
> 0x00007FFC6C047974 (KERNEL32) BaseThreadInitThunk  
> 0x00007FFC6E12A271 (ntdll) RtlUserThreadStart
> 
> (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
> 
> [FMOD] system\_release : Failed to call flushCommands during system release (Error code 43)
> 
> 0x00007FF71CED260C (Unity) StackWalker::GetCurrentCallstack  
> 0x00007FF71CED5AE1 (Unity) StackWalker::ShowCallstack  
> 0x00007FF71B76E835 (Unity) GetStacktrace  
> 0x00007FF71DA893AD (Unity) DebugStringToFile  
> 0x00007FF71CF06A94 (Unity) DebugLogHandler\_CUSTOM\_Internal\_Log  
> 0x000002C9A4A8C4FB (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal\_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)  
> 0x000002C9A4A8C3AB (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])  
> 0x000002C9A4AADB46 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)  
> 0x000002C9A4AAD8DA (Mono JIT Code) UnityEngine.Debug:LogError (object)  
> 0x000002C9A4AAC3AB (Mono JIT Code) [RuntimeManager.cs:28] FMODUnity.RuntimeManager:DEBUG\_CALLBACK (FMOD.DEBUG\_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)  
> 0x000002C9A4AA9E0B (Mono JIT Code) (wrapper native-to-managed) FMODUnity.RuntimeManager:DEBUG\_CALLBACK (FMOD.DEBUG\_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)  
> 0x00007FFC04669A8C (())  
> 0x00007FFC045CC90A (())  
> 0x00007FFC045C71C7 (())  
> 0x000002C9A4A8FB6A (Mono JIT Code) (wrapper managed-to-native) FMOD.Studio.System:FMOD\_Studio\_System\_Release (intptr)  
> 0x000002C9A4AAFE2B (Mono JIT Code) [fmod\_studio.cs:409] FMOD.Studio.System:release ()  
> 0x000002C9A4AA78BB (Mono JIT Code) [RuntimeManager.cs:271] FMODUnity.RuntimeManager:Initialize ()  
> 0x000002C9A4AA2ADB (Mono JIT Code) [RuntimeManager.cs:104] FMODUnity.RuntimeManager:get\_Instance ()  
> 0x000002C9A4AA1F3B (Mono JIT Code) [RuntimeManager.cs:905] FMODUnity.RuntimeManager:PathToGUID (string)  
> 0x000002C9A4AA1983 (Mono JIT Code) [RuntimeManager.cs:991] FMODUnity.RuntimeManager:GetEventDescription (string)  
> 0x000002C9A4AA157B (Mono JIT Code) [StudioEventEmitter.cs:97] FMODUnity.StudioEventEmitter:Lookup ()  
> 0x000002C9A4AA0283 (Mono JIT Code) [StudioEventEmitter.cs:124] FMODUnity.StudioEventEmitter:Play ()  
> 0x000002C9A4A8F953 (Mono JIT Code) [StudioEventEmitter.cs:87] FMODUnity.StudioEventEmitter:HandleGameEvent (FMODUnity.EmitterGameEvent)  
> 0x000002C9A4A8F812 (Mono JIT Code) [EventHandler.cs:11] FMODUnity.EventHandler:OnEnable ()  
> 0x000002C9A4C00CC8 (Mono JIT Code) (wrapper runtime-invoke) object:runtime\_invoke\_void\_\_this\_\_ (object,intptr,intptr,intptr)  
> 0x00007FFC0B04C010 (mono-2.0-bdwgc) [mini-runtime.c:2809] mono\_jit\_runtime\_invoke  
> 0x00007FFC0AFD2122 (mono-2.0-bdwgc) [object.c:2921] do\_runtime\_invoke  
> 0x00007FFC0AFDB11F (mono-2.0-bdwgc) [object.c:2968] mono\_runtime\_invoke  
> 0x00007FF71CE5C842 (Unity) scripting\_method\_invoke  
> 0x00007FF71CE564F1 (Unity) ScriptingInvocation::Invoke  
> 0x00007FF71CE0F5DB (Unity) MonoBehaviour::CallMethodIfAvailable  
> 0x00007FF71CE0D4AE (Unity) MonoBehaviour::AddToManager  
> 0x00007FF71CE0E01C (Unity) MonoBehaviour::AwakeFromLoad  
> 0x00007FF71B742AC7 (Unity) AwakeFromLoadQueue::InvokePersistentManagerAwake  
> 0x00007FF71B7436E0 (Unity) AwakeFromLoadQueue::PersistentManagerAwakeFromLoad  
> 0x00007FF71C9534E6 (Unity) LoadSceneOperation::CompleteAwakeSequence  
> 0x00007FF71C954265 (Unity) LoadSceneOperation::IntegrateMainThread  
> 0x00007FF71C957BB6 (Unity) PreloadManager::UpdatePreloadingSingleStep  
> 0x00007FF71C95824B (Unity) PreloadManager::WaitForAllAsyncOperationsToComplete  
> 0x00007FF71B4428AD (Unity) EditorSceneManager::RestoreSceneBackups  
> 0x00007FF71AEC9668 (Unity) PlayerLoopController::EnterPlayMode  
> 0x00007FF71AEDC80D (Unity) PlayerLoopController::SetIsPlaying  
> 0x00007FF71AEDF767 (Unity) Application::TickTimer  
> 0x00007FF71B775D50 (Unity) MainMessageLoop  
> 0x00007FF71B77876F (Unity) WinMain  
> 0x00007FF71E424672 (Unity) \_\_scrt\_common\_main\_seh  
> 0x00007FFC6C047974 (KERNEL32) BaseThreadInitThunk  
> 0x00007FFC6E12A271 (ntdll) RtlUserThreadStart
> 
> (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
> 
> [FMOD] AsyncManager::asyncThreadLoop : System::update returned error 43.
> 
> 0x00007FF71CED260C (Unity) StackWalker::GetCurrentCallstack  
> 0x00007FF71CED5AE1 (Unity) StackWalker::ShowCallstack  
> 0x00007FF71B76E835 (Unity) GetStacktrace  
> 0x00007FF71DA893AD (Unity) DebugStringToFile  
> 0x00007FF71CF06A94 (Unity) DebugLogHandler\_CUSTOM\_Internal\_Log  
> 0x000002C9A4A8C4FB (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal\_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)  
> 0x000002C9A4A8C3AB (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])  
> 0x000002C9A4AADB46 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)  
> 0x000002C9A4AAD8DA (Mono JIT Code) UnityEngine.Debug:LogError (object)  
> 0x000002C9A4AAC3AB (Mono JIT Code) [RuntimeManager.cs:28] FMODUnity.RuntimeManager:DEBUG\_CALLBACK (FMOD.DEBUG\_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)  
> 0x000002C9A4AA9E0B (Mono JIT Code) (wrapper native-to-managed) FMODUnity.RuntimeManager:DEBUG\_CALLBACK (FMOD.DEBUG\_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)  
> 0x00007FFC04669A8C (())  
> 0x00007FFC04626400 (())  
> 0x00007FFC046A8ED1 (())  
> 0x00007FFC046792D7 (())  
> 0x00007FFC047973A3 (())  
> 0x00007FFC0479754A (())  
> 0x00007FFC6C047974 (KERNEL32) BaseThreadInitThunk  
> 0x00007FFC6E12A271 (ntdll) RtlUserThreadStart
> 
> (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
> 
> [FMOD] FMOD\_OS\_Net\_Listen : bind failed 10048
> 
> 0x00007FF71CED260C (Unity) StackWalker::GetCurrentCallstack  
> 0x00007FF71CED5AE1 (Unity) StackWalker::ShowCallstack  
> 0x00007FF71B76E835 (Unity) GetStacktrace  
> 0x00007FF71DA893AD (Unity) DebugStringToFile  
> 0x00007FF71CF06A94 (Unity) DebugLogHandler\_CUSTOM\_Internal\_Log  
> 0x000002C9A4A8C4FB (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal\_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)  
> 0x000002C9A4A8C3AB (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])  
> 0x000002C9A4AADB46 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)  
> 0x000002C9A4AAD8DA (Mono JIT Code) UnityEngine.Debug:LogError (object)  
> 0x000002C9A4AAC3AB (Mono JIT Code) [RuntimeManager.cs:28] FMODUnity.RuntimeManager:DEBUG\_CALLBACK (FMOD.DEBUG\_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)  
> 0x000002C9A4AA9E0B (Mono JIT Code) (wrapper native-to-managed) FMODUnity.RuntimeManager:DEBUG\_CALLBACK (FMOD.DEBUG\_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)  
> 0x00007FFC04669A8C (())  
> 0x00007FFC0474627B (())  
> 0x00007FFC04728157 (())  
> 0x00007FFC046DB8F2 (())  
> 0x00007FFC0467F6A3 (())  
> 0x00007FFC046849BA (())  
> 0x00007FFC0467251A (())  
> 0x00007FFC0453098A (())  
> 0x00007FFC04567622 (())  
> 0x00007FFC045CC914 (())  
> 0x00007FFC045C71C7 (())  
> 0x000002C9A4A8FB6A (Mono JIT Code) (wrapper managed-to-native) FMOD.Studio.System:FMOD\_Studio\_System\_Release (intptr)  
> 0x000002C9A4AAFE2B (Mono JIT Code) [fmod\_studio.cs:409] FMOD.Studio.System:release ()  
> 0x000002C9A4AA78BB (Mono JIT Code) [RuntimeManager.cs:271] FMODUnity.RuntimeManager:Initialize ()  
> 0x000002C9A4AA2ADB (Mono JIT Code) [RuntimeManager.cs:104] FMODUnity.RuntimeManager:get\_Instance ()  
> 0x000002C9A4AA1F3B (Mono JIT Code) [RuntimeManager.cs:905] FMODUnity.RuntimeManager:PathToGUID (string)  
> 0x000002C9A4AA1983 (Mono JIT Code) [RuntimeManager.cs:991] FMODUnity.RuntimeManager:GetEventDescription (string)  
> 0x000002C9A4AA157B (Mono JIT Code) [StudioEventEmitter.cs:97] FMODUnity.StudioEventEmitter:Lookup ()  
> 0x000002C9A4AA0283 (Mono JIT Code) [StudioEventEmitter.cs:124] FMODUnity.StudioEventEmitter:Play ()  
> 0x000002C9A4A8F953 (Mono JIT Code) [StudioEventEmitter.cs:87] FMODUnity.StudioEventEmitter:HandleGameEvent (FMODUnity.EmitterGameEvent)  
> 0x000002C9A4A8F812 (Mono JIT Code) [EventHandler.cs:11] FMODUnity.EventHandler:OnEnable ()  
> 0x000002C9A4C00CC8 (Mono JIT Code) (wrapper runtime-invoke) object:runtime\_invoke\_void\_\_this\_\_ (object,intptr,intptr,intptr)  
> 0x00007FFC0B04C010 (mono-2.0-bdwgc) [mini-runtime.c:2809] mono\_jit\_runtime\_invoke  
> 0x00007FFC0AFD2122 (mono-2.0-bdwgc) [object.c:2921] do\_runtime\_invoke  
> 0x00007FFC0AFDB11F (mono-2.0-bdwgc) [object.c:2968] mono\_runtime\_invoke  
> 0x00007FF71CE5C842 (Unity) scripting\_method\_invoke  
> 0x00007FF71CE564F1 (Unity) ScriptingInvocation::Invoke  
> 0x00007FF71CE0F5DB (Unity) MonoBehaviour::CallMethodIfAvailable  
> 0x00007FF71CE0D4AE (Unity) MonoBehaviour::AddToManager  
> 0x00007FF71CE0E01C (Unity) MonoBehaviour::AwakeFromLoad  
> 0x00007FF71B742AC7 (Unity) AwakeFromLoadQueue::InvokePersistentManagerAwake  
> 0x00007FF71B7436E0 (Unity) AwakeFromLoadQueue::PersistentManagerAwakeFromLoad  
> 0x00007FF71C9534E6 (Unity) LoadSceneOperation::CompleteAwakeSequence  
> 0x00007FF71C954265 (Unity) LoadSceneOperation::IntegrateMainThread  
> 0x00007FF71C957BB6 (Unity) PreloadManager::UpdatePreloadingSingleStep  
> 0x00007FF71C95824B (Unity) PreloadManager::WaitForAllAsyncOperationsToComplete  
> 0x00007FF71B4428AD (Unity) EditorSceneManager::RestoreSceneBackups  
> 0x00007FF71AEC9668 (Unity) PlayerLoopController::EnterPlayMode  
> 0x00007FF71AEDC80D (Unity) PlayerLoopController::SetIsPlaying  
> 0x00007FF71AEDF767 (Unity) Application::TickTimer  
> 0x00007FF71B775D50 (Unity) MainMessageLoop  
> 0x00007FF71B77876F (Unity) WinMain  
> 0x00007FF71E424672 (Unity) \_\_scrt\_common\_main\_seh  
> 0x00007FFC6C047974 (KERNEL32) BaseThreadInitThunk  
> 0x00007FFC6E12A271 (ntdll) RtlUserThreadStart
> 
> (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
> 
> [FMOD] FMOD\_OS\_Net\_Listen : bind failed 10048
> 
> 0x00007FF71CED260C (Unity) StackWalker::GetCurrentCallstack  
> 0x00007FF71CED5AE1 (Unity) StackWalker::ShowCallstack  
> 0x00007FF71B76E835 (Unity) GetStacktrace  
> 0x00007FF71DA893AD (Unity) DebugStringToFile  
> 0x00007FF71CF06A94 (Unity) DebugLogHandler\_CUSTOM\_Internal\_Log  
> 0x000002C9A4A8C4FB (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal\_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)  
> 0x000002C9A4A8C3AB (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])  
> 0x000002C9A4AADB46 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)  
> 0x000002C9A4AAD8DA (Mono JIT Code) UnityEngine.Debug:LogError (object)  
> 0x000002C9A4AAC3AB (Mono JIT Code) [RuntimeManager.cs:28] FMODUnity.RuntimeManager:DEBUG\_CALLBACK (FMOD.DEBUG\_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)  
> 0x000002C9A4AA9E0B (Mono JIT Code) (wrapper native-to-managed) FMODUnity.RuntimeManager:DEBUG\_CALLBACK (FMOD.DEBUG\_FLAGS,FMOD.StringWrapper,int,FMOD.StringWrapper,FMOD.StringWrapper)  
> 0x00007FFC04669A8C (())  
> 0x00007FFC0474627B (())  
> 0x00007FFC04728157 (())  
> 0x00007FFC046DB8F2 (())  
> 0x00007FFC0467F82C (())  
> 0x00007FFC046849BA (())  
> 0x00007FFC0467251A (())  
> 0x00007FFC0453098A (())  
> 0x00007FFC04567622 (())  
> 0x00007FFC045CC914 (())  
> 0x00007FFC045C71C7 (())  
> 0x000002C9A4A8FB6A (Mono JIT Code) (wrapper managed-to-native) FMOD.Studio.System:FMOD\_Studio\_System\_Release (intptr)  
> 0x000002C9A4AAFE2B (Mono JIT Code) [fmod\_studio.cs:409] FMOD.Studio.System:release ()  
> 0x000002C9A4AA78BB (Mono JIT Code) [RuntimeManager.cs:271] FMODUnity.RuntimeManager:Initialize ()  
> 0x000002C9A4AA2ADB (Mono JIT Code) [RuntimeManager.cs:104] FMODUnity.RuntimeManager:get\_Instance ()  
> 0x000002C9A4AA1F3B (Mono JIT Code) [RuntimeManager.cs:905] FMODUnity.RuntimeManager:PathToGUID (string)  
> 0x000002C9A4AA1983 (Mono JIT Code) [RuntimeManager.cs:991] FMODUnity.RuntimeManager:GetEventDescription (string)  
> 0x000002C9A4AA157B (Mono JIT Code) [StudioEventEmitter.cs:97] FMODUnity.StudioEventEmitter:Lookup ()  
> 0x000002C9A4AA0283 (Mono JIT Code) [StudioEventEmitter.cs:124] FMODUnity.StudioEventEmitter:Play ()  
> 0x000002C9A4A8F953 (Mono JIT Code) [StudioEventEmitter.cs:87] FMODUnity.StudioEventEmitter:HandleGameEvent (FMODUnity.EmitterGameEvent)  
> 0x000002C9A4A8F812 (Mono JIT Code) [EventHandler.cs:11] FMODUnity.EventHandler:OnEnable ()  
> 0x000002C9A4C00CC8 (Mono JIT Code) (wrapper runtime-invoke) object:runtime\_invoke\_void\_\_this\_\_ (object,intptr,intptr,intptr)  
> 0x00007FFC0B04C010 (mono-2.0-bdwgc) [mini-runtime.c:2809] mono\_jit\_runtime\_invoke  
> 0x00007FFC0AFD2122 (mono-2.0-bdwgc) [object.c:2921] do\_runtime\_invoke  
> 0x00007FFC0AFDB11F (mono-2.0-bdwgc) [object.c:2968] mono\_runtime\_invoke  
> 0x00007FF71CE5C842 (Unity) scripting\_method\_invoke  
> 0x00007FF71CE564F1 (Unity) ScriptingInvocation::Invoke  
> 0x00007FF71CE0F5DB (Unity) MonoBehaviour::CallMethodIfAvailable  
> 0x00007FF71CE0D4AE (Unity) MonoBehaviour::AddToManager  
> 0x00007FF71CE0E01C (Unity) MonoBehaviour::AwakeFromLoad  
> 0x00007FF71B742AC7 (Unity) AwakeFromLoadQueue::InvokePersistentManagerAwake  
> 0x00007FF71B7436E0 (Unity) AwakeFromLoadQueue::PersistentManagerAwakeFromLoad  
> 0x00007FF71C9534E6 (Unity) LoadSceneOperation::CompleteAwakeSequence  
> 0x00007FF71C954265 (Unity) LoadSceneOperation::IntegrateMainThread  
> 0x00007FF71C957BB6 (Unity) PreloadManager::UpdatePreloadingSingleStep  
> 0x00007FF71C95824B (Unity) PreloadManager::WaitForAllAsyncOperationsToComplete  
> 0x00007FF71B4428AD (Unity) EditorSceneManager::RestoreSceneBackups  
> 0x00007FF71AEC9668 (Unity) PlayerLoopController::EnterPlayMode  
> 0x00007FF71AEDC80D (Unity) PlayerLoopController::SetIsPlaying  
> 0x00007FF71AEDF767 (Unity) Application::TickTimer  
> 0x00007FF71B775D50 (Unity) MainMessageLoop  
> 0x00007FF71B77876F (Unity) WinMain  
> 0x00007FF71E424672 (Unity) \_\_scrt\_common\_main\_seh  
> 0x00007FFC6C047974 (KERNEL32) BaseThreadInitThunk  
> 0x00007FFC6E12A271 (ntdll) RtlUserThreadStart

---

<div class="post-metadata">

### 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: [November 22, 2019, 3:40am UTC](https://qa.fmod.com/t/liveupdate-network-connection-failing-constantly-even-if-no-profiler-is-attached/15232/2 "2019-11-22T03:40:34Z")

</div>

What version of the FMOD Unity Integration are you using?

---

<div class="post-metadata">

### Author: ![daniel.m43](https://avatars.discourse-cdn.com/v4/letter/d/ac91a4/32.png) [@daniel.m43](https://qa.fmod.com/u/daniel.m43)
#### Post date: [November 22, 2019, 9:26am UTC](https://qa.fmod.com/t/liveupdate-network-connection-failing-constantly-even-if-no-profiler-is-attached/15232/3 "2019-11-22T09:26:26Z")

</div>

I was using 2.00.04 but I recently upgraded to 2.00.06. I’ll let you know if the problem still happens.

---

<div class="post-metadata">

### Author: ![daniel.m43](https://avatars.discourse-cdn.com/v4/letter/d/ac91a4/32.png) [@daniel.m43](https://qa.fmod.com/u/daniel.m43)
#### Post date: [November 22, 2019, 11:35am UTC](https://qa.fmod.com/t/liveupdate-network-connection-failing-constantly-even-if-no-profiler-is-attached/15232/4 "2019-11-22T11:35:27Z")

</div>

![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/1X/c8e7dfd9290ed76bcc89033ae640a93d07b26661.png)

Still happening. Very annoying with error pause turned on…

---

<div class="post-metadata">

### 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: [November 24, 2019, 11:12pm UTC](https://qa.fmod.com/t/liveupdate-network-connection-failing-constantly-even-if-no-profiler-is-attached/15232/5 "2019-11-24T23:12:11Z")

</div>

I have not been able to reproduce that issue here. Each time you play-in-editor do the FMOD memory values, in the Debug window, keep going up?

![debug%20window](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/1X/9185c98b374bca430067016ab50d49c7a65671e2.png)

---

<div class="post-metadata">

### Author: ![spaceemotion](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/spaceemotion/32/887_2.png) [@spaceemotion](https://qa.fmod.com/u/spaceemotion)
#### Post date: [December 29, 2019, 12:51pm UTC](https://qa.fmod.com/t/liveupdate-network-connection-failing-constantly-even-if-no-profiler-is-attached/15232/6 "2019-12-29T12:51:25Z")

</div>

I am getting the same error after the update (I actually did a fresh install, so no prior settings were kept and just “ported” over).

These are my settings in the inspector:

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/1X/660f451227aac9c8969663cf33bc02bd85c89eaa.png)

Curiously the errors are gone after a restart, but I still got them on video (albeit without the debug overlay, sadly) from a couple days back. My guess is that some other service already occupied the port. Would FMOD be able to use a different one in that case?

Edit: It just started happening again, no memory usage going up though. ~~Interestingly, a “netstat” call does not show any process listening on that port…~~ Interestingly, the Process Monitor lists the port 9264 as being occupied by the Unity editor. Is something not cleaning up properly? (this might happen during an assembly reload when changing scripts while the game is running)

---

<div class="post-metadata">

### 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: [January 5, 2020, 11:25pm UTC](https://qa.fmod.com/t/liveupdate-network-connection-failing-constantly-even-if-no-profiler-is-attached/15232/7 "2020-01-05T23:25:31Z")

</div>

If this was caused by the FMOD Systems not being cleaned up properly, you could expect to see the memory usage increase each time a new system is created.

Could you try changing the `logging level` in the settings to `LOG` and attach the log file here after running it again.

---

<div class="post-metadata">

### Author: ![spaceemotion](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/spaceemotion/32/887_2.png) [@spaceemotion](https://qa.fmod.com/u/spaceemotion)
#### Post date: [January 6, 2020, 12:02am UTC](https://qa.fmod.com/t/liveupdate-network-connection-failing-constantly-even-if-no-profiler-is-attached/15232/8 "2020-01-06T00:02:48Z")

</div>

As far as I can remember the usage actually did go up, but only after hitting the play button again and again and again. Will attach the log tomorrow.

---

<div class="post-metadata">

### Author: ![VincentAbert](https://avatars.discourse-cdn.com/v4/letter/v/0ea827/32.png) [@VincentAbert](https://qa.fmod.com/u/VincentAbert)
#### Post date: [August 27, 2021, 4:25pm UTC](https://qa.fmod.com/t/liveupdate-network-connection-failing-constantly-even-if-no-profiler-is-attached/15232/9 "2021-08-27T16:25:40Z")

</div>

Hello ! Has this been fixed by any chance ?

I still get the exact same issue.

Thank you 🙂

---

<div class="post-metadata">

### 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: [August 30, 2021, 12:00am UTC](https://qa.fmod.com/t/liveupdate-network-connection-failing-constantly-even-if-no-profiler-is-attached/15232/10 "2021-08-30T00:00:31Z")

</div>

What versions of FMOD and Unity are you using?  
Are you able to share your output logs?

---

<div class="post-metadata">

### Author: ![VincentAbert](https://avatars.discourse-cdn.com/v4/letter/v/0ea827/32.png) [@VincentAbert](https://qa.fmod.com/u/VincentAbert)
#### Post date: [September 9, 2021, 10:44am UTC](https://qa.fmod.com/t/liveupdate-network-connection-failing-constantly-even-if-no-profiler-is-attached/15232/11 "2021-09-09T10:44:23Z")

</div>

I’m using FMOD 2.01.08 and Unity 2020.3.16 LTS.

Here are my logs : [https://we.tl/t-yEoRWd6SAv](https://logs) (Unity Editor and FMOD Studio)

EDIT : Just wanted to add that I took a while to reply because it miraculously worked again for a few days, and this morning, just back again.

---

<div class="post-metadata">

### Author: ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)
#### Post date: [September 13, 2021, 4:49am UTC](https://qa.fmod.com/t/liveupdate-network-connection-failing-constantly-even-if-no-profiler-is-attached/15232/12 "2021-09-13T04:49:02Z")

</div>

Thanks for the logs, it definitely looks like something is holding on to to the default port.  
Do you see memory usage growing in the FMOD Studio Debug window? Does the issue reproduce with a different Live Update Port value after a couple of playthroughs / editor shutdown and reopens?

---

<div class="post-metadata">

### Author: ![fbertrand27](https://avatars.discourse-cdn.com/v4/letter/f/d2c977/32.png) [@fbertrand27](https://qa.fmod.com/u/fbertrand27)
#### Post date: [September 20, 2021, 1:24pm UTC](https://qa.fmod.com/t/liveupdate-network-connection-failing-constantly-even-if-no-profiler-is-attached/15232/13 "2021-09-20T13:24:14Z")

</div>

I’ve started getting this also with the latest version of everything (plugin 2.01.11 it looks like) on PC.

**EDIT:** what I’m getting is “Cannot listen for connections, port 9264 is currently in use”, I’m not sure if it’s exactly what OP is referring to, but feels similar.

FWIW I traced back the listening application with netstat, and it looks like it is the Unity.exe process that is listening on that port. I’m not sure if this helps 😉

Also, I’ve been doing a bunch of game starts/restarts/crashes/assertions (unrelated to FMOD) using Visual Studio. Looks like some destruction code may have been skipped by a game crash (?).

Thank you!

---

<div class="post-metadata">

### Author: ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)
#### Post date: [September 22, 2021, 6:30am UTC](https://qa.fmod.com/t/liveupdate-network-connection-failing-constantly-even-if-no-profiler-is-attached/15232/14 "2021-09-22T06:30:45Z")

</div>

Thank you for the extra info, that specific error is bubbling up from the Core API- and I’m guessing you aren’t getting anything like “FMOD.Studio.System.Release”, “closesocket failed” or “Closing client connection” anywhere?  
Does the issue reproduce with a different Live Update Port value after a couple of starts/restarts/crashes/assertions?  
Do you see memory usage growing in the FMOD Studio Debug window?

---

<div class="post-metadata">

### Author: ![fbertrand27](https://avatars.discourse-cdn.com/v4/letter/f/d2c977/32.png) [@fbertrand27](https://qa.fmod.com/u/fbertrand27)
#### Post date: [September 23, 2021, 1:43pm UTC](https://qa.fmod.com/t/liveupdate-network-connection-failing-constantly-even-if-no-profiler-is-attached/15232/15 "2021-09-23T13:43:46Z")

</div>

OK it seems to have gone away with the latest reboot; it looks like it got confused between starting/stopping sessions quickly (or before it was ready). I will keep my eyes peeled for this for better repro cases if they happen. Thank you!

---

<div class="post-metadata">

### Author: ![ironsloth](https://avatars.discourse-cdn.com/v4/letter/i/f07891/32.png) [@ironsloth](https://qa.fmod.com/u/ironsloth)
#### Post date: [November 17, 2021, 2:32pm UTC](https://qa.fmod.com/t/liveupdate-network-connection-failing-constantly-even-if-no-profiler-is-attached/15232/16 "2021-11-17T14:32:20Z")

</div>

Hello, i’m getting the same issue here :  
UNITY 2021.2.2f1  
FMOD 2.01.05

I can launch unity and play one time, connect with FMOD and the profiler is working correctly.  
But if i stop unity and hit play again i get either :

- “[FMOD] FMOD\_OS\_Net\_Listen : Cannot listen for connections, port 9264 is currently in use.” error in Unity. FMOD continue to show “live update on” but isn’t getting any data

- no error message in Unity, FMOD continue to show “live update on”, but if i hit record in the profiler, Unity crash with this in the log :“Got a UNKNOWN while executing native code. This usually indicates a fatal error in the mono runtime or one of the native libraries used by your application.”

the second time i hit play i have a log “FMOD destroying systeme instance” before the log of creating a new one… the memory is not going up in the debug window while playing…

Other port do the same and i’m not getting any log about "“FMOD.Studio.System.Release”, “closesocket failed” or “Closing client connection”

[[Fmod Unity Log - Connection fail - Port is in use - Google Drive](https://drive.google.com/drive/folders/1QKKHsRzp4yuQjRytbuZ8Jo8pG1n0bBoN?usp=sharing)]([https://my](https://my) Logs link)

---

<div class="post-metadata">

### Author: ![ironsloth](https://avatars.discourse-cdn.com/v4/letter/i/f07891/32.png) [@ironsloth](https://qa.fmod.com/u/ironsloth)
#### Post date: [November 17, 2021, 5:20pm UTC](https://qa.fmod.com/t/liveupdate-network-connection-failing-constantly-even-if-no-profiler-is-attached/15232/17 "2021-11-17T17:20:23Z")

</div>

Update to my previous message:  
I updated FMOD to 2.02.03 ( keeping Unity 2021.2.2f1) = same problem  
i made a new project from blank , add a listener and my main Banks = same problem …

I have truly no idea on how to fix this .

---

<div class="post-metadata">

### Author: ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)
#### Post date: [November 23, 2021, 4:28am UTC](https://qa.fmod.com/t/liveupdate-network-connection-failing-constantly-even-if-no-profiler-is-attached/15232/18 "2021-11-23T04:28:02Z")

</div>

Do you see memory usage growing in the FMOD Studio Debug window?  
While Unity is closed, if you type `netstat` in the command prompt does 127.0.0.1:9264 appear in the list?

---

<div class="post-metadata">

### Author: ![ironsloth](https://avatars.discourse-cdn.com/v4/letter/i/f07891/32.png) [@ironsloth](https://qa.fmod.com/u/ironsloth)
#### Post date: [November 23, 2021, 12:57pm UTC](https://qa.fmod.com/t/liveupdate-network-connection-failing-constantly-even-if-no-profiler-is-attached/15232/19 "2021-11-23T12:57:53Z")

</div>

Thanks for the reply:  
Memory usage stay consistent.

For netstat i have 2 scenario were i found this bug:  
(UNITY 2021.2.2f1 , FMOD 2.01.09)

Scenario A:

1. Unity Setting to PLAY + Fmod Setting Live update on ON

- TCP 127.0.0.1:9264 www:65499 ESTABLISHED
- TCP 127.0.0.1:65499 www:9264 ESTABLISHED

1. Unity Still Playing + Fmod Setting Live update on OFF

- TCP 127.0.0.1:65499 www:9264 TIME\_WAIT

1. Unity Setting to STOP + Fmod Live update still on “OFF”

- TCP 127.0.0.1:65499 www:9264 TIME\_WAIT

1. Unity Setting to PLAY again + Fmod Live update still on “OFF”

- no port 9264
- Unity error message : [FMOD] FMOD\_OS\_Net\_Listen : Cannot listen for connections, port 9264 is currently in use.

1. Unity still Playing + Fmod Setting to LiveUpdate ON

- TCP 127.0.0.1:9264 www:65372 ESTABLISHED
- TCP 127.0.0.1:65372 www:9264 ESTABLISHED
- This made Unity Crash instantly

Scenario B:

1. Unity Setting to PLAY + Fmod Setting Live update ON

- TCP 127.0.0.1:9264 www:59367 ESTABLISHED
- TCP 127.0.0.1:59367 www:9264 ESTABLISHED

1. Unity Setting to STOP + Fmod Liveupdate Still “ON”

- TCP 127.0.0.1:9264 www:59367 ESTABLISHED
- TCP 127.0.0.1:59367 www:9264 ESTABLISHED

1. Unity Setting to PLAY again + Fmod Liveupdate Still “ON”

- TCP 127.0.0.1:9264 www:59367 ESTABLISHED
- TCP 127.0.0.1:59367 www:9264 ESTABLISHED
- Unity error message : [FMOD] FMOD\_OS\_Net\_Listen : Cannot listen for connections, port 9264 is currently in use.

1. Unity still Playing + Fmod setting LiveUpdate OFF and ON again

- TCP 127.0.0.1:9264 www:49838 ESTABLISHED
- TCP 127.0.0.1:49838 www:9264 ESTABLISHED
- TCP 127.0.0.1:59367 www:9264 TIME\_WAIT

1. Unity still Playing + Fmod setting LiveUpdate OFF and ON again (one more time)

- TCP 127.0.0.1:9264 www:50066 ESTABLISHED
- TCP 127.0.0.1:50066 www:9264 ESTABLISHED
- TCP 127.0.0.1:49838 www:9264 TIME\_WAIT

---

<div class="post-metadata">

### Author: ![ironsloth](https://avatars.discourse-cdn.com/v4/letter/i/f07891/32.png) [@ironsloth](https://qa.fmod.com/u/ironsloth)
#### Post date: [November 23, 2021, 1:07pm UTC](https://qa.fmod.com/t/liveupdate-network-connection-failing-constantly-even-if-no-profiler-is-attached/15232/20 "2021-11-23T13:07:02Z")

</div>

Erratum: i’m using FMOD 2.01.09 and not FMOD 2.01.05 as i stated in my first message

[Next page](https://qa.fmod.com/t/liveupdate-network-connection-failing-constantly-even-if-no-profiler-is-attached/15232.md?page=2)
