# RuntimeManager not initialized in build, Event not found

**URL:** https://qa.fmod.com/t/runtimemanager-not-initialized-in-build-event-not-found/15274
**Category:** Unity
**Created:** [December 3, 2019, 3:18pm UTC](https://qa.fmod.com/t/runtimemanager-not-initialized-in-build-event-not-found/15274 "2019-12-03T15:18:42Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![Cambesa](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cambesa/32/842_2.png) [@Cambesa](https://qa.fmod.com/u/Cambesa)
#### Post date: [December 3, 2019, 3:18pm UTC](https://qa.fmod.com/t/runtimemanager-not-initialized-in-build-event-not-found/15274/1 "2019-12-03T15:18:42Z")

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Why does RuntimeManager.IsInitialized return false in a build? In the editor everything works just fine. I was wondering why the banks weren’t being loaded and this might be the cause. How does the _RuntimeManager_ normally get initialized? Can I force it by code?

Unity 2019.1.4f1  
Fmod 2.00.06

I logged the state of the initialization of the runtime manager in the start method of the _StudioEventEmitter_. It states that its not initialized and proceeds to attempt to play the event which results in a _[FMOD] Event not found._ After that it is initialized but still fails to load the next event.

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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: [December 9, 2019, 12:40am UTC](https://qa.fmod.com/t/runtimemanager-not-initialized-in-build-event-not-found/15274/2 "2019-12-09T00:40:05Z")

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The _RuntimeManager_ is a singleton so it gets initialized the first time it is accessed, this is normally done by the FMOD Studio Listener in it’s first Update, but you can force it by calling a function that accesses the `RuntimeManager.Instance` (eg. `RuntimeManager.WaitForAllLoads()`).
