# Support for custom Unity packages

**URL:** <https://qa.fmod.com/t/support-for-custom-unity-packages/18753>\
**Category:** Unity\
**Created:** [May 11, 2022, 5:18pm UTC](https://qa.fmod.com/t/support-for-custom-unity-packages/18753 "2022-05-11T17:18:09Z")\
**Posts on this page:** 6\
**Page:** 2

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**Author:** ![Crowdoka](https://avatars.discourse-cdn.com/v4/letter/c/35a633/32.png) [@Crowdoka](https://qa.fmod.com/u/Crowdoka)\
**Post date:** [November 30, 2023, 9:35pm UTC](https://qa.fmod.com/t/support-for-custom-unity-packages/18753/21 "2023-11-30T21:35:40Z")

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Hello, glad to see this moving forward but this documentation makes no sense, the goal of UPM is to separate the dependencies so that they are not pushed to the VCS and easily updatable. Following the procedure linked will not work for that, it just moves the files to the Packages folder, the project will break on any new get from the VCS.

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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 5, 2023, 5:41am UTC](https://qa.fmod.com/t/support-for-custom-unity-packages/18753/22 "2023-12-05T05:41:11Z")

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The integration files don’t have to be in the Packages folder, they can be anywhere the UPM can find them as long as the ‘package.json’ file has been setup.

We don’t have any plans at this point to host the integration online for access from the Unity Package Manager.

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**Author:** ![Crowdoka](https://avatars.discourse-cdn.com/v4/letter/c/35a633/32.png) [@Crowdoka](https://qa.fmod.com/u/Crowdoka)\
**Post date:** [December 5, 2023, 2:37pm UTC](https://qa.fmod.com/t/support-for-custom-unity-packages/18753/23 "2023-12-05T14:37:32Z")

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Too bad ☹ Thanks for the information anyway!

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**Author:** ![ReaktorDave](https://avatars.discourse-cdn.com/v4/letter/r/d78d45/32.png) [@ReaktorDave](https://qa.fmod.com/u/ReaktorDave)\
**Post date:** [September 8, 2025, 7:11pm UTC](https://qa.fmod.com/t/support-for-custom-unity-packages/18753/24 "2025-09-08T19:11:13Z")

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That’s great! When having FMOD in the packages directory, can it pick up plugins (like the Steam Audio Spatializer) from outside of its UPM directory? Off the top of my head, I can think of two basic approaches:

- by looking for plugins in a place that Unity resolves at global scope like the Resource directory
- by looking for plugins in a path/list that is part of a configuration file for instance in the Assets directory (like the FMODStudioSettings.asset file?)

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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:** [September 17, 2025, 1:23am UTC](https://qa.fmod.com/t/support-for-custom-unity-packages/18753/25 "2025-09-17T01:23:23Z")

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Currently FMOD only looks for plugin files in the same directory as the FMOD Libs for the current platform.

It does sounds like something that could be useful, maybe in the settings where we ask for a list of plugins we could instead have a file selector so we don’t even need to guess at the location. But that is just a thought, I’ll create a task to investigate a way to improve this for a future release.

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**Author:** ![ReaktorDave](https://avatars.discourse-cdn.com/v4/letter/r/d78d45/32.png) [@ReaktorDave](https://qa.fmod.com/u/ReaktorDave)\
**Post date:** [September 17, 2025, 9:08am UTC](https://qa.fmod.com/t/support-for-custom-unity-packages/18753/26 "2025-09-17T09:08:03Z")

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> [@cameron-fmod](#):
>
> It does sounds like something that could be useful, maybe in the settings where we ask for a list of plugins we could instead have a file selector so we don’t even need to guess at the location.

That would be a great solution!

[Previous page](https://qa.fmod.com/t/support-for-custom-unity-packages/18753.md?page=1)
