# Unity Event Load by Name on Script does not work

**URL:** https://qa.fmod.com/t/unity-event-load-by-name-on-script-does-not-work/17194
**Category:** Unity
**Created:** [May 13, 2021, 12:03pm UTC](https://qa.fmod.com/t/unity-event-load-by-name-on-script-does-not-work/17194 "2021-05-13T12:03:19Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![m1thr4nd1r](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/m1thr4nd1r/32/2241_2.png) [@m1thr4nd1r](https://qa.fmod.com/u/m1thr4nd1r)
#### Post date: [May 13, 2021, 12:03pm UTC](https://qa.fmod.com/t/unity-event-load-by-name-on-script-does-not-work/17194/1 "2021-05-13T12:03:19Z")

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Hello,

I’m trying to create a event through C# scripting inside Unity using this code:  
RuntimeManager.CreateInstance(“event:/area1”);

However, this throws the error seem below:

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/e/e56fd5182e7571e6f4687da082f1c007563dfd3a.png)

In the image you see that if I use the Event Emitter, things works as expected. If I try to load the asset on c# with the GUID it also works, but it won’t be practical. Do you see anything I might be missing?

The FMOD Studio and Unity Integration versions are both 2.02.

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<div class="post-metadata">

### Author: ![m1thr4nd1r](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/m1thr4nd1r/32/2241_2.png) [@m1thr4nd1r](https://qa.fmod.com/u/m1thr4nd1r)
#### Post date: [May 14, 2021, 2:51am UTC](https://qa.fmod.com/t/unity-event-load-by-name-on-script-does-not-work/17194/2 "2021-05-14T02:51:56Z")

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Nevermind that.

I think the wizard directed the loading of only the master bank, and not the master.strings one. Upon loading it, or loading all banks on the FMOD configuration, things worked as expected.
