This is a virtual reality instance of the classic "Eliza" AI therapist engine written with Unity to run on either Google Cardboard or GearVR.
Used to speak and hear via the IBM Watson service. For this reason, you must set up a Watson account as defined in the watson unity sdk documentation in order to use this project.
Responsible for making the character's lips move when they speak. This must be installed from the Unity Asset store for the project to work.
Adds realistic eye movements to the project. This must be installed from the unity asset store to work.
This was ported to 2.0 and included in this project to act as the AI.
Used to cache a compiled copy of the rive script on the client's machine (for use with larger rive scripts)
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If you do not have a bluemix account (at http://bluemix.net), go and create one.
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Complete the following steps to configure speech-to-text and text-to-speech.
- Log in to Bluemix at https://bluemix.net.
- Navigate to the Dashboard on your Bluemix account.
- Click the "Create Service" button.
- Click the tile for Speech to Text, and then click "Create." You should be picking from that list from here.
- Click Service Credentials. Note: If your browser window is too narrow, the service options may be collapsed. Click on the upward facing double arrow next to "Back to Dashboard..." on the upper left to expand the sidebar. The Watson dashboard is available under Watson, and should list the Watson parameters.
- Copy the content in the Service Credentials field, and paste it in the credentials field in the Config Editor (Watson -> Config Editor) in Unity.
- Click Apply Credentials.
- Repeat steps 1 - 6 for Text to Speech.
This will create a configuration file at Assets/StreamingAssets/Config.json that will be used by Watson to keep track of your credentials.
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Install the "Realistic Eye Movements" plugin from the Unity Asset Store
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Install the "Salsa Text-to-Speech" plugin from the Unity Asset Store.
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There are two cameras in the app - one for building Cardboard builds named "Cardboard" and one named "Gear" for the GearVR build. In the Unity Inspector, show the camera that matches the build output you wish to build for, and deactivate the other. Make sure that only one camera is active at a time.
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Sign the app:
- Locate the Publishing Settings under PlayerSettings. If you do not see this player setting, make sure that you have first installed the Android settings.
- Create a new keystore by selecting a keystore name and password (confirm the password)
- Select "Create a new key" under Key Alias
- A new window opens; enter the necessary information.
- Select the newly created key.
- Build (Run); your app is now signed.
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Create an osig file for your gear VR by building one for your specific device at the oculus website. Copy the created signature file to Assets/Plugins/Android/assets
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Deactivate the "Cardboard" game object and activate the "Gear" game object.
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Set the build to "Virtual Reality Supported" under player settings.
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Use the build tool to build (File=>Build Settings).
Steps #3-#4 can also happen automatically simply by using the Cloudspace menu (Cloudspace -> Build Gear), but it will not work unless it is signed and has a signature file.