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KeywordManager - UnityEvents vs SendMessage
The KeywordManager in the HoloToolkit uses UnityEvents as the way of triggering the Response routines on other game object's component scripts which is different from the SpeechManager sample in the Origami tutorial and from many of the other components in the HoloTolokit that make use of the SendMessage approach.
The Inspector support of the KeywordManager is definitely a plus.
However, I am running into what may be a negative, or maybe I am just missing a simple way to wire things up.
In the app I am working on I am using prefabs for my main gameObject type and those prefabs have script components.
My scene starts with one of the prefabs in the Hierarchy, and if the user chooses to add additional instances of that gameobject at runtime they can do so by a voice command to: "Add _____" which is handled by one of my global manager scripts and that works just fine.
The application also uses the KeywordManager to trigger response routines on both the script components of the initial prefab in the Hierarchy as well as the script components of the cloned prefabs that get instantiated at runtime. And this is where the problem seems to lie.
It took me a fair while to tract down what was happening, but once I did I discovered that the only instance of the scripts that seem to be listening to the Keyword manager's events is the initial prefab that was in the Hierarchy at design time. The ones that get instantiated later at runtime do not have listeners setup and therefore do not receive events from the keyword manager.
Is there a simple way (that I am overlooking) of wiring up the runtime components to also listen for the Keyword manger events?