//private IEnumerator LoadConfig() //{ // yield return StartCoroutine(appState.LoadConfiguration(configUrl)); //} IEnumerator Start() { Debug.Log("Initializing..."); yield return(StartCoroutine(appState.LoadConfiguration(configUrl))); appState.Camera = gameObject; // init cursor next for sessionmanager appState.Cursor = cursor = Instantiate(_cursorFab, new Vector3(0, 0, 1), transform.rotation); cursor.GetComponent <Cursor>().enabled = true; cursor.name = "Cursor"; // session manager is nesscary for speech so init that next sessionMgr = SessionManager.Instance; sessionMgr.cursorPrefab = _cursorFabOther; sessionMgr.Init(cursor); // then add the terrain this will build the symboltargethandler which needs the sessionmanagr appState.AddTerrain(); // init the speech dictionarys but do not start listiningen to the commands yet appState.Speech.Init(); //save the speech lokal to add commands speech = appState.Speech; // init views which adds speech commands InitViews(); // init the hud after all speech commands have been added InitHud(); // Finally start speech commands! appState.Speech.StartListining(); }
void Start() { appState.Camera = gameObject; appState.Speech = new Assets.Scripts.SpeechManager(); appState.AddTerrain(); InitViews(); InitSpeech(); #if (NETFX_CORE) InitMqtt(); #endif includeAnchorMovingScript(); appState.Speech.Init(); }