# The name 'StaticPluginManager' does not exist in the current context

**URL:** https://qa.fmod.com/t/the-name-staticpluginmanager-does-not-exist-in-the-current-context/17502
**Category:** Unity
**Tags:** unity
**Created:** [July 31, 2021, 9:28am UTC](https://qa.fmod.com/t/the-name-staticpluginmanager-does-not-exist-in-the-current-context/17502 "2021-07-31T09:28:18Z")
**Posts on this page:** 3
**Page:** 1

<div class="post-metadata">

### Author: ![Slaktus](https://avatars.discourse-cdn.com/v4/letter/s/898d66/32.png) [@Slaktus](https://qa.fmod.com/u/Slaktus)
#### Post date: [July 31, 2021, 9:28am UTC](https://qa.fmod.com/t/the-name-staticpluginmanager-does-not-exist-in-the-current-context/17502/1 "2021-07-31T09:28:18Z")

</div>

Just upgraded to the 2.01.09 in [an attempt to fix another issue](https://qa.fmod.com/t/fmod-asyncmanager-asyncthreadloop-system-update-returned-error-2/17499), and ran into a new one.

When I try to build asset bundles, FMOD declares that

`Assets\Plugins\FMOD\src\Runtime\Platform.cs(267,17): error CS0103: The name 'StaticPluginManager' does not exist in the current context`

That’s thanks to this piece of code, which seems to interpret building asset bundles as actually building a player:

```auto
        // Loads static FMOD plugins for this platform.
        public virtual void LoadStaticPlugins(FMOD.System coreSystem, Action<FMOD.RESULT, string> reportResult)
        {

            if (StaticPlugins.Count > 0)
            {
#if !UNITY_EDITOR && ENABLE_IL2CPP
                StaticPluginManager.Register(coreSystem, reportResult);
#else
                Debug.LogWarningFormat(
                    "FMOD: {0} static plugins specified, but static plugins are only supported on the IL2CPP scripting backend",
                    StaticPlugins.Count);
#endif
            }
        }

```

I can work around the problem by just commenting out the call to StaticPluginManager.Register, but it’s a bit of a hassle since building asset bundles is part of the build script that deploys the game.

I noticed that this happened when I opened the project after a reboot. Is it in any way related?

```auto
FMOD: Removed temporary file Assets/Plugins/FMOD/Cache/RegisterStaticPlugins.cs
UnityEngine.Debug:LogFormat (string,object[])
FMODUnity.Settings:CleanTemporaryFiles () (at Assets/Plugins/FMOD/src/Runtime/Settings.cs:1138)
FMODUnity.Settings:CleanTemporaryChanges () (at Assets/Plugins/FMOD/src/Runtime/Settings.cs:1119)

```

---

<div class="post-metadata">

### Author: ![gr3chu](https://avatars.discourse-cdn.com/v4/letter/g/a8b319/32.png) [@gr3chu](https://qa.fmod.com/u/gr3chu)
#### Post date: [July 31, 2021, 1:45pm UTC](https://qa.fmod.com/t/the-name-staticpluginmanager-does-not-exist-in-the-current-context/17502/2 "2021-07-31T13:45:07Z")

</div>

Can report the same issue! Any updates on how to resolve properly?

---

<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: [August 3, 2021, 2:35am UTC](https://qa.fmod.com/t/the-name-staticpluginmanager-does-not-exist-in-the-current-context/17502/3 "2021-08-03T02:35:02Z")

</div>

This was a known bug in 2.01.09 that was fixed in 2.01.10. Please try upgrading to 2.01.10 or 2.01.11 and let me know if you have any more issues!
