The Mixed Reality Forums here are no longer being used or maintained.
There are a few other places we would like to direct you to for support, both from Microsoft and from the community.
The first way we want to connect with you is our mixed reality developer program, which you can sign up for at https://aka.ms/IWantMR.
For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality.
If you want to join in discussions, please do so in the HoloDevelopers Slack, which you can join by going to https://aka.ms/holodevelopers, or in our Microsoft Tech Communities forums at https://techcommunity.microsoft.com/t5/mixed-reality/ct-p/MicrosoftMixedReality.
And always feel free to hit us up on Twitter @MxdRealityDev.
Custom Function in Keyword Manager
How do you call a custom function using the Keyword manager? I've got MonoScript.name set in the drop down, my C# script set as the object and my name of my function in the textbox.
Can someone post a sample of what their settings look like for the Response() object?
Best Answers
-
Kurtis mod
If I'm understanding your post correctly, it sounds like you're doing everything right. I've posted an example below, where my Managers object has an AppManager script on it. The KeywordHeard function will be called when the "Test Keyword" keyword is heard:
If all that looks the same on your end, make sure the Microphone capability is selected under Edit -> Project Settings -> Player -> Settings for Windows Store -> Publishing Settings -> Capabilities. You may also have to check this in your Visual Studio Package.appxmanifest, since sometimes that file isn't regenerated when you rebuild in Unity.5 -
nash ✭✭
Figured it out....
You have to add your script to a GameObject on the scene the reference that script not one from your assets folder.
7
Answers
If I'm understanding your post correctly, it sounds like you're doing everything right. I've posted an example below, where my Managers object has an AppManager script on it. The KeywordHeard function will be called when the "Test Keyword" keyword is heard:
If all that looks the same on your end, make sure the Microphone capability is selected under Edit -> Project Settings -> Player -> Settings for Windows Store -> Publishing Settings -> Capabilities. You may also have to check this in your Visual Studio Package.appxmanifest, since sometimes that file isn't regenerated when you rebuild in Unity.
I can debug into the keywordmanager script and my word gets heard and picked up fine just can't get it to call into my script.
Figured it out....
You have to add your script to a GameObject on the scene the reference that script not one from your assets folder.