Mobile Speech Recognizer 1.2

时间:2020-09-25 06:53:29
【文件属性】:

文件名称:Mobile Speech Recognizer 1.2

文件大小:704KB

文件格式:UNITYPACKAGE

更新时间:2020-09-25 06:53:29

Mobile Speech Recognizer Unity

About Wouldn't your prefer to let your users speak instead of making them type? This plugin uses OS components for speech recognition and send it to your Unity scripts as String objects. Plugin supports: - Android >= 3.0 (haven’t tested below, it might work though… ), - iOS >= 10.0. That doesn’t mean you can’t target iOS lower than 10 - you simply have to prepare fallback code to cover cases when user doesn’t have access to speech recognition (SpeechRecognizer.EngineExists() for the help!). Keep in mind that both iOS and Android might use Internet connection for speech detection, which means it might fail in case there’s no active connection. Plugin doesn’t work in Editor! You have to run your app on real iOS or Android device. MOBILE SPEECH RECOGNIZER - UNITY PLUGIN ?2 Quick Start Open example scene Go to KKSpeechRecognizer/Example folder inside Unity and open ExampleScene: It shows basic usage of a plugin, which is: 1. Detecting if speech recognition exists on user’s device (keep in mind that it won’t be available on e.g. iOS 9 or old Android phones), 2. If it exists, and user clicks on “Start Recording” button it listens for recognized text and displays it on a screen, 3. On Android, speech recognition automatically detects when user finishes speaking, but on iOS we have to wait for user clicking “Stop Recording” to finish whole process (i.e. get final results). Before running it on Android or iOS device you have to… Setup permissions iOS After generating Xcode project (keep in mind that you have to use Xcode 8 or higher) you have to add two permissions keys to your project: MOBILE SPEECH RECOGNIZER - UNITY PLUGIN ?3 NSMicrophoneUsageDescription explanation from Apple docs: This key lets you describe the reason your app accesses any of the the device’s microphones. When the system prompts the user to allow access, this string is displayed as part of the alert. NSSpeechRecognitionUsageDescription explanation from Apple docs: This key lets you describe the reason your app sends user data to Apple’s speech recognition servers. When the system prompts the user to allow access, this string is displayed as part of the alert. You can do it in two ways: - Automatic (default and recommended) Open KKSetSpeechRecognitionPermissionsoniOS script from Editor/ KKspeechRecognizer folder inside your project. Change values of those texts: public static string microphoneUsageDescription = "Put something here about microphone usage"; public static string speechRecognitionUsageDescription = "Put something here about speech recognition usage”; Generate your Xcode project. Your are ready. - Manually Disable KKSetSpeechRecognitionPermissionsoniOS script by either removing it or setting shouldRun variable to false. After generating your Xcode project open Info.plist file and right-click on it and click “Add row”. Then enter two required two keys with descriptions. In the end it should look like it: Android MOBILE SPEECH RECOGNIZER - UNITY PLUGIN ?4 You must add those two permissions to your AndroidManifest.xml: If you don’t know how to do that check that link: http://answers.unity3d.com/ questions/525838/help-about-adding-permissions-on-android.html Now you are ready to play with the app. Press Build&Run and… Play with speech recognition app Click on “Start Recording” button and start talking. You should see live results in text above. Notice that on Android it automatically detects when you stop talking, but it rely on user when it comes to iOS. You can start looking at RecordingCanvas script which covers all functionality, but if you need more details take a look at API Overview chapter below. You can also take a look at SetLanguage scene, which shows a way of getting list of supported languages and overwriting default detection language.


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