Eralp Karaduman
eralpkaraduman.com
[email protected]
- Open TTSTest folder/project in Unity3D
- Change build setting to iOS
- Have an iOS device attached ( doesn't build for simulator by default)
- Build!
- Change iOS dev team id, provisioning & signing
- Tap the screen once it prompts
- It will speak a quote from HAL9000
- Lets you know when it starts speaking.
- Lets you know when it finishes speaking.
- Lets you know when it reads a specific word of the text.
See the TTSTest.cs
class in TTSTest Unity3D project for details.
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Video recording demo of the compiled Unity3D project on iOS
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Unity3D project containing the Plugin and the test implementation scene
-
Contains
Scenes/TTSTest.unity
scene. Which has the example implementation of the plugin -
TTSTest
object in hierarcy has c# scriptTTSTest.cs
implementing the plugin and displaying test GUI -
TTS/TTSPlugin
prefab (also in hierarcy) hasTTSPlugin.cs
the Unity3D side of the plugin. -
Files under
TTS/Plugin/TTSPlugin
,TTSPlugin.h
&TTSPlugin.h
are the native iOS side code of the implementation. -
Actual files are here, the ones in Unity3DTTSPlugin xcode project are just relatively symlinked. The reason not being the other way is explained below.
-
-
XCode project for developing & testing the native plugin files
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Running native iOS project will trigger the class responsible for doing the synthesis, for testing.
-
TTSPlugin.h
&TTSPlugin.h
are not actual files in this project but they are symlinked from unity project. Not the other way to avoid problems when building unity project
-
-
Generated XCode project is not provided since its mostly intermediate code
-
The XCode project Unity3DTTSPlugin is not generated game code from Unity3D. It's used for developing the native side of the plugin
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Folder TTSTestXCode is ignored since its used for development in generating the intermediate Unity3D iOS XCode project.