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I have two scenes - independently they function properly and there are no problems. When I go from one scene to the other one, then I get an out...
Nevermind, I finally spotted it in the docs, you changed it to a string. This now works : private void speakCurrentVisemeMethod(object sender,...
Hi Stefan, Could you help me get up to speed with the visemes and how they work now please ? I found Speaker.OnSpeakNativeCurrentViseme is not...
Thank you.
In using the Rift I have been using the Oculus Debug Tool to override the pixels per display for some things. Within Unity is there a way to set...
Thanks for the quick replies :) I have it working now. I reduced the "Record Length" setting down to 2 to get quicker results if anyone else...
Thanks. So I can forget about that Chromium Speech API now then ?
Hmm something else that concerns me. The description in the API says : "The Speech API allows developers to access Google speech-recognition...
My Google trial ran out. If I upgrade do you know if we get charged for using the Speech API that this works with ?
Ahhhhh thanks ! I hadn't notice that :)
I updated to the most recent version and now I am getting errors. "Error CS0123 No overload for 'SpeechRecognizedSuccessEventHandler'...
Has anyone got this working in 5.5 ? The issue tracker says they fixed it, but I still get the same error....
I tried the example and keep getting errors with the Runtime Detection. 50% of the time approx it throws this error... "Speech Recognition failed...
All get with Runtime detection again is 400 error.
"detect in runtime" Does this only need me to tick the box ? ANd do I have to build and run as it does not seem to be working here.
That's a nice addition - I look forward to testing it. Hope you can put some examples of how to use it up when it hits the updates :)
Spotted this the other day. This is my work, I made those. Just to clarify I did not use RT-Voice for that and have no idea what Salsa is ! This...
I just get 403 Forbidden with my API key. Could you tell me what I missed ?
Am I setting up the speech start events correctly, because this is not firing ? At start() I do this : Speaker.OnSpeakStart += speakStart; And...
Nevermind *slaps forehead* I forgot I set the default output to the speakers earlier.