# Missing banks on CL build

**URL:** <https://qa.fmod.com/t/missing-banks-on-cl-build/14387>\
**Category:** Unity\
**Created:** [February 24, 2019, 7:28pm UTC](https://qa.fmod.com/t/missing-banks-on-cl-build/14387 "2019-02-24T19:28:36Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![bartekM](https://avatars.discourse-cdn.com/v4/letter/b/90ced4/32.png) [@bartekM](https://qa.fmod.com/u/bartekM)\
**Post date:** [February 24, 2019, 7:28pm UTC](https://qa.fmod.com/t/missing-banks-on-cl-build/14387/1 "2019-02-24T19:28:36Z")

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Hi  
We have problem with building by CL command. It’s seems that only in Unity editor Fmod will copy banks to streaming assets. I found [topic](https://qa.fmod.com/t/issue-with-streamingassets-copy-when-running-unity-in-batchmode/13284) on forum will solution, but it not works for us. I mean calling methods FMODUnity.EventManager.UpdateCache() and FMODUnity.EventManager.CopyToStreamingAssets() in our building script will not deal with that issue.  
Is there any other workaround or special place to use those methods?  
We are using Unity 2017.4.181f and FMod 1.10.08

Regards  
Crane

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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:** [February 28, 2019, 11:35pm UTC](https://qa.fmod.com/t/missing-banks-on-cl-build/14387/2 "2019-02-28T23:35:19Z")

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We have a fix for this coming in the next release (1.10.12), I have also added this to our Github rep. [https://github.com/fmod/UnityIntegration/commit/96736fe21696e26124150a50fee56a8e3b62a6d9](https://github.com/fmod/UnityIntegration/commit/96736fe21696e26124150a50fee56a8e3b62a6d9)
