void FindBoneTransforms() { string[] optionalBones = { "Mid_Head_Jnt_03", "L_LowEyelid_Jnt_00", "R_LowEyelid_Jnt_00", "L_UpEyelid_Jnt_00", "R_UpEyelid_Jnt_00", "L_Eyeball_Jnt_00", "R_Eyeball_Jnt_00" }; Dictionary <string, Transform> mappedTransforms = new Dictionary <string, Transform>(); TransformHelp.FindChildrenRecursive(this.transform, optionalBones, mappedTransforms); //Avoid using enumerators when iterating foreach (KeyValuePair <string, Transform> pair in mappedTransforms) { BoneTransform boneTransform = new BoneTransform(pair.Key, pair.Value, pair.Value.localRotation); if (!this.animationTransforms.ContainsKey(pair.Key)) { this.animationTransforms.Add(pair.Key, boneTransform); } } }
void Start() { Application.targetFrameRate = 30; this.device = new StreamedMicrophone(); //Set microphone to native device implementation. RecordingMachineBase.SetRecordingDevice(device); #if UNITY_IOS && !UNITY_EDITOR this.animationsDatabase = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/FacialAnimations/iOS/FacialAnimationsDatabase.facialanimation"); #else this.animationsDatabase = AssetBundle.LoadFromFile(Application.streamingAssetsPath + "/FacialAnimations/Standalone/FacialAnimationsDatabase.facialanimation"); #endif if (this.animationsDatabase != null) { GameObject mainGO = this.animationsDatabase.mainAsset as GameObject; GameObject.Instantiate(mainGO); } this.Actor = GameObject.Find("deadtrigger2.buck"); this.animationTarget = this.Actor.GetComponent <FacialAnimation>(); if (this.animationTarget != null) { Transform headTransform = TransformHelp.FindChildRecursive(this.Actor.transform, "BaseHead"); this.animationTarget.SetTargetMesh(headTransform.GetComponent <SkinnedMeshRenderer>()); } #if UNITY_IOS && !UNITY_EDITOR MicrophoneWrappers.RequestMicrophoneAccess((bool access) => { Debug.Log("Mic access: " + access); }); #endif AudioConfiguration config = AudioSettings.GetConfiguration(); config.sampleRate = 44100; config.dspBufferSize = 512; config.speakerMode = AudioSpeakerMode.Mono; AudioSettings.Reset(config); }