# 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

<figure><img src="https://1123894923-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fi5EhvGPJLvE6Kc1rE7X5%2Fuploads%2Fw0RzOxRegQuBIylQVQzR%2Fimage.png?alt=media&#x26;token=eba42f25-5b7b-4715-b6d2-4c230e37ddd6" alt=""><figcaption></figcaption></figure>

Any character that participates in dialogue must have the [speaker](https://stylishesper.gitbook.io/feel-speak/editors/components/speaker "mention") 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](https://stylishesper.gitbook.io/feel-speak/general/setup/input "mention").

## 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.&#x20;

In the [#emotions](https://stylishesper.gitbook.io/feel-speak/editors/object-manager#emotions "mention") 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](https://stylishesper.gitbook.io/feel-speak/editors/components/speaker "mention") 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

If you're using [emotion-bubble](https://stylishesper.gitbook.io/feel-speak/editors/components/ui/emotion-bubble "mention"), it's recommended to assign one to each [speaker](https://stylishesper.gitbook.io/feel-speak/editors/components/speaker "mention") as a child `GameObject`. Each `Emotion Bubble` includes a point anchor that controls where the bubble's pointer is directed. Be sure to position the point anchor in a location that makes sense—typically near the character's head or face.

Optionally, you can assign `Emotion Bubble`s at the [DialogueSpeaker](https://stylishesper.gitbook.io/feel-speak/editors/components/ui/ugui/dialogue-speaker-ugui) level instead of the individual [speaker](https://stylishesper.gitbook.io/feel-speak/editors/components/speaker "mention") level. This approach is demonstrated in the 2D demo scene.
