Characters
Setting up your characters.
For Feel Speak to function correctly, all characters involved in the current active dialogue must be present in the scene. This doesn’t mean every character needs to be in the scene at once—only those actively participating in the ongoing conversation need to be present.
Requirement: Speaker Component

Any character that participates in dialogue must have the Speaker component attached and properly configured. This is how Feel Speak recognizes which characters are able to speak. The player character should also have a Speaker component attached to it.
Interacting With Speakers
How the player can interact with speakers depends on your game. See Input.
If You're Using Animations
If you're using animations, make sure the character has an Animator component either on the same GameObject as the Speaker component or on one of its children.
In the Emotions section, you can set the name of the animation state that should be triggered when this emotion is expressed. Ensure your character's AnimatorController has these states (the names must match). This will allow your emotion animations to trigger.
If You're Using Voice Lines
If you're using voice lines, it's recommended to set up an AudioSource that serves as the character's voice. This AudioSource must be assigned to the Speaker component.
If you're using 3D audio, consider positioning the AudioSource near the character's mouth area to make the voice sound like it's coming from their mouth.
If You're Using the Emotion Bubble
The Emotion Bubble is only available in the full version of Feel Speak. See Version Comparison.
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