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How do I use the KeywordManager from Holograms 212 tutorial?
I am trying to create a text to speech display in my project and am following the steps from this tutorial: https://developer.microsoft.com/en-us/windows/holographic/holograms_212
There are the following instructions:
"In the Inspector panel, locate the Keyword Manager (Script) component.
Expand the Keywords and Responses section to see the supported voice command: Open Communicator."
I created a new script for KeywordManager in my project and copied the code from the tutorial (in the downloaded files), but when I expand the "Keywords and Responses" section, I only see a "Size" field. I do see the Open Communicator when I use the Holograms 212 project, but am I missing something else in my project?
Best Answers
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DavidKlineMS mod
@TRR,
This is normal behavior. You will need to specify the size of the keyword array (the Size field) and the add each keyword and response.In the image below, I have specified that I want to have two keywords and now need to populate the array with the keyword (an optional keyboard shortcut and the desired response (by clicking the + button).
Thanks!
David6 -
DavidKlineMS mod
@TRR,
The lower arrow points to the object on which the method (right arrow) will be called. Essentially, they KeywordManager allows you to visually construct the "SendMessage" semantic within the Unity Editor.
Hope this clears things up.
Thanks!
David5 -
HoloSheep mod
@TRR put another way...
If you attach a script to your gameObject with a custom action method of some sort and make that method public, you can trigger it with a keyword by then picking that gameObject (bottom arrow) and then selecting the public action method that you exposed from the dropdown (where it should appear if it is public beside right arrow).
That should wire up your action on your gameobject to a given keyword.
HTH.
Windows Holographic User Group Redmond
WinHUGR.org - - - - - - - - - - - - - - - - - - @WinHUGR
WinHUGR YouTube Channel -- live streamed meetings6
Answers
@TRR,
This is normal behavior. You will need to specify the size of the keyword array (the Size field) and the add each keyword and response.
In the image below, I have specified that I want to have two keywords and now need to populate the array with the keyword (an optional keyboard shortcut and the desired response (by clicking the + button).
Thanks!
David
@DavidKlineMS Thank you very much! I also realized that I had to click on the response (I think I clicked on the plus button in the bottom right corner) for the other things to show up.
@TRR, Correct, the plus button is what creates the response.
Thanks!
David
@DavidKlineMS Any chance you know where the two properties above and below the Runtime only field come from? See image with arrows. Again, trying to recreate the feature from the tutorial by incorporating the necessary files. Thanks!
@TRR,
The lower arrow points to the object on which the method (right arrow) will be called. Essentially, they KeywordManager allows you to visually construct the "SendMessage" semantic within the Unity Editor.
Hope this clears things up.
Thanks!
David
@TRR put another way...
If you attach a script to your gameObject with a custom action method of some sort and make that method public, you can trigger it with a keyword by then picking that gameObject (bottom arrow) and then selecting the public action method that you exposed from the dropdown (where it should appear if it is public beside right arrow).
That should wire up your action on your gameobject to a given keyword.
HTH.
Windows Holographic User Group Redmond
WinHUGR.org - - - - - - - - - - - - - - - - - - @WinHUGR
WinHUGR YouTube Channel -- live streamed meetings
@HoloSheep,
Well said!
Thanks!
David