This repository is a Unity plugin for Android Speech Recognition (based on Java implementation). This is just a basic implementation which uses the inbuilt Android Speech Recognition. I have implemented some additional functions to give some basic functionality.
- Set Recognition Language
- Set the max number of results
- Set the prompt question
- You can first test out the
SpeechRecognition.apk
from here. You need a minimum of Android Lollipop (API Level 21) to use this apk. - Next, import
SpeechRecognition.unitypackage
into your Unity project. (Tested latest onUnity 2018.1.0f2
) - To include SpeechReconginition in your own project copy the contents of
Plugins/Android/
into the same folder in your project and have a look atTest.cs
andReceiveResult.cs
for an example usage.Test.cs
has function for calling the speech recognition popoup whereasReceiveResult.cs
has function which receives the recognized text. - When you press the button, a speech recognition itent should pop up. This intent sends the recognized text to 'void onActivityResult(string recognizedText)' function of the object 'Main Camera' (You can change the object to which
ReceiveResult.cs
should be attached by changing the object name inTest.cs
. The default return object is set to 'Main Camera'). - You can change the following line
pluginClass.CallStatic("setLanguage", "en_US")
inTest.cs
to change the language. A list of languages along with their tags is present in thelanguages.txt
file. This file is not exhaustive. - Similarly you can also manipulate other features like maximum number of results etc (In case of the max number of results, this is literally maximum and the number of results you get may not always be this number, but it would be definitely less than this number).
- You can import
SpeechPlugin
to Android Studio to experiment with it (pluginlibrary
module is only important). - Once you make changes and build the module you should have a
pluginlibrary-release.aar
file inSpeechPlugin/pluginlibrary/build/outputs/aar
folder. Rename this tospeechassist-debug.zip
and then unzip it. On unzipping you will get aclasses.jar
file which you will have to copy intoPlugins/Android
folder in Unity along with theAndroidManifest.xml
. The manifest specifies the activity class which extends theUnityPlayerActivity
and hence is necessary. If you already have a manifest in plugins folder, I would recommend against copying this manifest as it can cause confilict. Instead, you can modify the manifest which you already have to specify the activity class which extends theUnityPlayerActivity
. - One more thing to observe is that I have
classes.jar
in my libs folder of my AndroidStudio project. Have a look at this post to know where you can find it.
-
I have extended
UnityPlayerActivity
with my custom activity and forced to subsitute it by changing the manifest file. Though, this works it is undesirable when you want to make/use multiple plugins. An ideal way would be to create a custom activity that will be short-lived and its sole purpose would be to get created, do the job (user picks photo from gallery e.g.), deliver result (picked image) intoonActivityResult
and terminate itself. Please refer this post for more details on this approach. I will update the plugin once I have more free time. -
On experiencing a problem, feel free to create an issue.
-
If you want any additional features too, feel free to create an issue.