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Mark KeywordManager as Obsolete (duplicate functionality)

See original GitHub issue

New SpeechInputSource should be the defacto keyword handler. It’s better integrated into the InputManager, and facilitates all the same functionality.

Issue Analytics

  • State:closed
  • Created 7 years ago
  • Comments:10 (6 by maintainers)

github_iconTop GitHub Comments

2reactions
StephenHodgsoncommented, Feb 22, 2017

Yeah, @aalmada added that over Christmas and new years. https://github.com/Microsoft/HoloToolkit-Unity/pull/415

1reaction
keveleighcommented, Feb 22, 2017

@HodgsonSDAS Maybe I missed that, but in the most recent version, I could only register keywords and keycodes in the Inspector. Any method calling and keyword handling had to happen in a speech input responder, as opposed to dragging a GameObject into the Inspector and selecting a method on it with the KeywordManager. This also has the unfortunate side effect of needing to keep track of your keywords in two places (the Inspector and the script that actually handles the keyword).

On your second point, what about querying PhraseRecognitionSystem, like in the section you linked? It controls all the KeywordRecognizers and GrammarRecognizers, so you don’t have to worry about searching the entire scene for them. (We added it specifically to prevent the scenario you described above 😃)

It just seems like the input manager is a lot of extra “stuff” if all I want to do is quickly add some keywords to my scene. I don’t think we should force people into using the input manager in order to use the HoloToolkit. Something in the README like:

Getting started with Voice: If you’re already using the HoloToolkit’s InputManager, great! Simply use SpeechInputSource. Otherwise, feel free to take a look at KeywordManager.

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