speech-and-text-unity-ios-android
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Not working on oculus Quest 2
Maybe a dumb question but I tried using it on oculus Quest 2 with Oculus integration Everything else in the scene works except this one. The button just keeps animating on pressing. What could be the reason for no activity on Oculus Quest platform ?
Hi, I know is a bit late but did you solve the issue for the oculus quest?
Hi, I know is a bit late but did you solve the issue for the oculus quest?
No :( I stopped the project.
Any way to implement speech to text on oculus quest through unity ?
to bad, i want to implement it to in a future i ll start looking any solution
hey if you want to know, i found and sdk that aparently works on oculus quest, i cant test it yet becouse i dont have mi gear, but the coments says that somo people use it for oculus, here is the link: https://github.com/Azure-Samples/cognitive-services-speech-sdk
wow Sounds like a life saver Did you try it yet ?
I tried using this packet on Oculus and it seems the callbacks don't get called, not sure if its a me error or if it just doesnt work for Oculus. I also gave this a go: https://github.com/Azure-Samples/cognitive-services-speech-sdk but you will need to pay for it.
I can verify this library does not currently work with Oculus Quest 2 and Unity 2020.3.22f1. Presumably the c# cognitive services library will work, although as stated by @StuartWright it appears to require a subscription to the service via azure.
Here is an example of the exception I'm receiving when calling the SpeechToText.instance.StartRecording()
function:
AndroidJavaException: android.content.ActivityNotFoundException: No Activity found to handle Intent { act=android.speech.action.RECOGNIZE_SPEECH (has extras) }
android.content.ActivityNotFoundException: No Activity found to handle Intent { act=android.speech.action.RECOGNIZE_SPEECH (has extras) }
at android.app.Instrumentation.checkStartActivityResult(Instrumentation.java:2058)
at android.app.Instrumentation.execStartActivity(Instrumentation.java:1716)
at android.app.Activity.startActivityForResult(Activity.java:5211)
at android.app.Activity.startActivityForResult(Activity.java:5169)
at com.starseed.speechtotext.Bridge.OpenSpeechToText(Bridge.java:26)
at com.unity3d.player.UnityPlayer.nativeRender(Native Method)
at com.unity3d.player.UnityPlayer.access$300(Unknown Source:0)
at com.unity3d.player.UnityPlayer$e$1.handleMessage(Unknown Source:95)
at android.os.Handler.dispatchMessage(Handler.java:103)
at android.os.Looper.loop(Looper.java:214)
at com.unity3d.player.UnityPlayer$e.run(Unknown Source:20
Googling returns this stackoverflow post: https://stackoverflow.com/questions/9479846/no-activity-found-to-handle-intent-act-android-speech-action-recognize-speech
It appears the Quest is missing the com.google.android.voicesearch
app (or presumably any other app which would respond to the RECOGNIZE_SPEECH
intent). I'm a little out of my depth here on the android and java side of things so I'm not sure if this is a dead end. It seems to me the options would be installing an app to handle the intent (which might not be allowed or possible on this device) or maybe to include a wrapper lib which routes the intent into whatever voice recognition the Quest is using natively.
I just stumbled across this, Oculus is working on an experimental voice SDK. If you're trying to integrate voice commands into a game or app this is probably going to be the best supported way to do it: https://developer.oculus.com/experimental/voice-sdk-integrate-voice
Hey guys I have found a couple solutions if anyone is still interested: https://github.com/j1mmyto9/Speech-And-Text-Unity-iOS-Android/issues/66