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I've been trying to calibrate but the button doesn't work for me - the visualisation for the phoneme stays exactly the same colours when I push the button. However, I know the sound is coming through because I can see my avatar's lips moving in response to sound from a file or the mic.
I discovered that many instances of the uLipSync class were being created and the calibration requests were being handled in a different instance to where the button click was handled. To diagnose this I created a class constructor and made a random ID there, which I printed out immediately but also in the RequestCalibration() and UpdateCalibration() methods.
As a workaround, I've changed _requestedCalibrationVowels to be static and now it works fine. If I find out why multiple uLipSync instances are being made then I'll follow up.
I'm on Unity 6 using uLipSync 3.1.4.
The text was updated successfully, but these errors were encountered:
I've been trying to calibrate but the button doesn't work for me - the visualisation for the phoneme stays exactly the same colours when I push the button. However, I know the sound is coming through because I can see my avatar's lips moving in response to sound from a file or the mic.
I discovered that many instances of the
uLipSync
class were being created and the calibration requests were being handled in a different instance to where the button click was handled. To diagnose this I created a class constructor and made a random ID there, which I printed out immediately but also in theRequestCalibration()
andUpdateCalibration()
methods.As a workaround, I've changed
_requestedCalibrationVowels
to bestatic
and now it works fine. If I find out why multipleuLipSync
instances are being made then I'll follow up.I'm on Unity 6 using uLipSync 3.1.4.
The text was updated successfully, but these errors were encountered: