# The created geometry in fmod core is not available in fmod studio

**URL:** <https://qa.fmod.com/t/the-created-geometry-in-fmod-core-is-not-available-in-fmod-studio/23308>\
**Category:** FMOD Studio\
**Tags:** core-api, studio-api\
**Created:** [September 3, 2025, 11:58pm UTC](https://qa.fmod.com/t/the-created-geometry-in-fmod-core-is-not-available-in-fmod-studio/23308 "2025-09-03T23:58:36Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![LLIEPLLIEHb](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/llieplliehb/32/5602_2.png) [@LLIEPLLIEHb](https://qa.fmod.com/u/LLIEPLLIEHb)\
**Post date:** [September 3, 2025, 11:58pm UTC](https://qa.fmod.com/t/the-created-geometry-in-fmod-core-is-not-available-in-fmod-studio/23308/1 "2025-09-03T23:58:36Z")

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Hello, I created geometry in fmod core, but fmod studio ignores geometry. how do I link the systems so that the event reacts to the geometry?  
my terrible C++ code - [SOURCE CODE](https://drive.google.com/file/d/1SWLBVxfpKzoLhrrnst8KjTpakhHQJKRy/view?usp=sharing)  
here is the call from lua:

 ![{4BFE370D-0214-4D1E-A96D-897B5668C811}](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/d/dc622a2a7253e7481a5a01d29f05f0e4c78ad69a.png)

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<div class="post-metadata">

**Author:** ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)\
**Post date:** [September 5, 2025, 5:38am UTC](https://qa.fmod.com/t/the-created-geometry-in-fmod-core-is-not-available-in-fmod-studio/23308/2 "2025-09-05T05:38:04Z")

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Hi,

Unfortunately, the Core API geometry system is incompatible with the Studio API. If you want to implement occlusion when using the Studio API, the general recommendation is to either:

- Create an “Occlusion” parameter and use it to automate your own attenuation and filtering in Studio, then calculate occlusion using geometry in engine at runtime (e.g. using raycasts) to drive the parameter value
- Make use of a third-party plugin that supports geometry occlusion, such as Steam Audio or Atmoky plugins
