10-27-2021 04:29 PM - edited 10-30-2021 01:55 AM
Do you have any feedback and/or issues in regards to the Voice SDK? Use this place to discuss, as we'll have members of the team reviewing this thread!
Read the blog on Presence Platform (of which the Voice SDK is a part of) here: https://developer.oculus.com/blog/introducing-presence-platform-unleashing-mixed-reality-and-natural...
11-12-2024 06:57 AM
I am trying to understand how to use the Dictation feature of the Voice SDK in languages other than English. I think I can set the default to a language and maybe change the configuration? Not sure. Also how could I have more than one language active? I would like it to detect and understand different languages, or at worst be able to change from some menu setting at runtime.
11-12-2024 07:40 AM
Also for reference even if I try another WitConfiguration in another language (Spanish or Italian) the Dication doesn't work. Switching to English works fine but it doesn't seem to like configurations other than English (assigned to the AppDicationExperience.cs)
11-12-2024 12:56 PM
The voice sdk is controlled by wit.ai which lets you select only one language at a time for each app... I think that you need to do different scenes connected to different wit.ai configurations
11-21-2024 04:45 AM
I'm also currently having this issue. Is there a fix for this?
11-21-2024 05:33 AM
I figured it out, the best way to do it to use a multi-transcription request. In the dictation sample scene they show you how to do it.
12-05-2024 11:42 AM - edited 12-05-2024 08:42 PM
I get the following error when trying to load Unity (Unity 6) in WebGL in a project that also has this package as a dependency (a dependency of a dependency..):
Library\PackageCache\com.meta.xr.sdk.voice\Lib\Wit.ai\Scripts\Runtime\WitRequest.cs(374,17): error CS0103: The name '_log' does not exist in the current context
If you open the file, you can see that the word _log is only in one place in the whole file, inside of an #if directive for WebGL, and removing that line (or updating it with Logger.Warning call instead of _log.Warning) resolves the issue. This has persisted for at least 2 versions, I think. Can we please get this issue resolved in the next patch version?
Edit: Upon doing a build I also received a few more errors, actually.
3 weeks ago - last edited 3 weeks ago