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In this Code Pattern we will create a Virtual Reality game based on Watson's Speech-to-Text and Watson's Assistant services.
In Virtual Reality, where you truly "inhabit" the space, speech can feel like a more natural interface than other methods. Providing speech controls allows developers to create more immersive experiences. Google Cardboard is by far the most popular VR headset platform, with 84 million sold in 2016 (http://www.hypergridbusiness.com/2016/11/report-98-of-vr-headsets-sold-this-year-are-for-mobile-phones).
When the reader has completed this Code Pattern, they will understand how to:
- Add IBM Watson Speech-to-Text and Assistant to a Virtual Reality environment build in Unity.
- User interacts in virtual reality and gives voice commands such as "Create a large black box".
- The Android phone microphone picks up the voice command and the running application sends it to Watson Speech-to-Text.
- Watson Speech-to-Text converts the audio to text and returns it to the running Application on the Android phone.
- The application sends the text to Watson Assistant. Watson assistant returns the recognized intent "Create" and the entities "large", "black", and "box". The virtual reality application then displays the large black box (which falls from the sky).
- IBM Watson Assistant: Create a chatbot with a program that conducts a conversation via auditory or textual methods.
- IBM Watson Speech-to-Text: Converts audio voice into written text.
- Unity: A cross-platform game engine used to develop video games for PC, consoles, mobile devices and websites.
- Google Cardboard: An inexpensive viewer that mounts an Android phone to view VR apps.
On your local machine:
git clone https://github.com/IBM/vr-speech-sandbox-cardboard.git
cd vr-speech-sandbox-cardboard
In IBM Cloud:
- Create a Speech-To-Text service instance.
- Create an Assistant service instance.
- Find the Assistant service in your IBM Cloud Dashboard.
- Click on the service and then click on
Launch tool
. - Go to the
Skills
tab. - Click
Create new
- Click the
Import skill
tab. - Click
Choose JSON file
, go to your cloned repo dir, andOpen
the workspace.json file indata/workspace.json
. - Select
Everything
and clickImport
.
- Go to the
Assistant
tab. - Click
Create assistant
. - Give it a name, i.e.
Speech Sandbox Assistant
. - Click on your Assistant to open it, and then click
Add dialog Skill
- Under
Add existing skill
Choose theIBM Speech Sandbox Cardboard
Skill. - Click the 3 dot menu icon and choose
Settings
.
- Choose
API Details
and copy theAssistant ID
for later configuration in the Unity app.
Note: This has been compiled and tested using Unity
2018.3.0f2
and Unity2019.1.0f2
and Watson Unity SDK versionv3.1.0
.
Note: If you are in any IBM Cloud region other than US-South you must use Unity 2018.2 or higher. This is because Unity 2018.2 or higher is needed for TLS 1.2, which is the only TLS version available in all regions other than US-South.
- Navigate to the
SpeechSandbox/Assets
directory:
cd SpeechSandbox/Assets
- Download the Watson SDK for Unity or perform the following:
git clone https://github.com/watson-developer-cloud/unity-sdk.git
git checkout v3.1.0
- Open Unity and inside the project launcher select the button.
- Navigate to where you cloned this repository and open the
SpeechSandbox
directory. - If prompted to upgrade the project to a newer Unity version, do so.
- Follow these instructions to add the Watson Unity SDK downloaded in step 1 to the project.
- Follow these instructions to create your Speech To Text and Watson Assistant services and find their credentials (using IBM Cloud
- In the Unity Hierarchy view, click on
Assets
->Scenes
->Playground
and double-click to load the scene. - In the Unity Hierarchy view, click on
Player
and then theStreaming Speech
object. - In the Inspector you will see Variables for
Speech To Text
andWatson Assistant
- Add the
Speech To Text IAM APIKey
and theAssistant IAM APIKey
- Fill out the
Speech To Text Service Url
and theAssistant Service Url
, or except the defaults. Also fill out theAssistant Id
, and theAssistant Version Date
. There are tool tips which will show help and any defaults.
-
Press Play
-
To Build an android .apk file and deploy to your phone, you can File -> Build Settings (Ctrl + Shift +B) and click Build.
-
When prompted you can name your build and then move it to your phone.
-
Alternately, connect the phone via USB and File-> Build and Run (or Ctrl+B).
Make sure you have enabled USB Debugging:
-
Open Settings-> About-> Software Information-> More
-
Then tap “Build number” seven times to enable Developer options.
-
Go back to Settings menu and now you'll be able to see “Developer options” there.
-
Tap it and turn on USB Debugging from the menu on the next screen.
Once the app is deployed to your phone it will start, but you'll need to set permissions for the app before it will work correctly:
- Open Settings-> Apps-> SpeechSandboxCardboard-> Permissions and enable Microphone and Storage.
- If you see:
Assets/Scripts/CreatableObject.cs(162,43): error CS0117: `GvrController' does not contain a definition for `Gyro'
This is because you have your Build Settings
-> Platform
set to PC, Mac, or Linux Standalone
. Solve this problem by changing the Build Settings
-> Platform
to Android
and clicking Switch Platform
.
- If you see:
Assets/unity-sdk/Scripts/Utilities/Credentials.cs(399,51): error CS1061: Type `System.DateTimeOffset' does not contain a definition for `ToUnixTimeSeconds' and no extension method `ToUnixTimeSeconds' of type `System.DateTimeOffset' could be found. Are you missing an assembly reference?
The solution is to go to Build Settings
->Player Settings
->
Other Settings
->Scripting Runtime Version
and change to:
Experimental(.NET 4.6 Equivalent)
.
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This code pattern is licensed under the Apache Software License, Version 2. Separate third party code objects invoked within this code pattern are licensed by their respective providers pursuant to their own separate licenses. Contributions are subject to the Developer Certificate of Origin, Version 1.1 (DCO) and the Apache Software License, Version 2.