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  • Features and Architecture
  • API Documentation

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Starting from MRTK 2.6, we are publishing both conceptual docs and API references on docs.microsoft.com. For conceptual docs, please visit our new landing page. For API references, please visit the MRTK-Unity section of the dot net API explorer. Existing content will remain here but will not be updated further.

  • Features and Architecture
  • Feature Overviews
  • Input System
  • Voice Input
  • Speech (Command and Control)
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    • Welcome to MRTK
      • Installation Guide
      • Configuration
        • Using the Unity Package Manager
        • MRTK configuration dialog
        • Getting started with MRTK and XR SDK
      • Updates and Deployment
        • Updating from earlier versions
        • Upgrading from HTK
        • Building and Deploying MRTK
      • Packages and Release Notes
        • Release Notes
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      • Performance and Best Practices
        • Performance
        • Hologram Stabilization
        • Using MRTK in large projects
    • Architecture
      • Overview
      • Framework and Runtime
      • Input System
        • Terminology
        • Core System
        • Controllers, Pointers, and Focus
      • Systems, Extension Services and Data Providers
    • Feature Overviews
      • Boundary System
        • Boundary System Overview
        • Configuring the Boundary Visualization
      • Camera System
        • Camera System Overview
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          • Windows Mixed Reality Camera Settings
          • Unity AR Camera Settings [Experimental]
          • Creating a camera settings provider
      • Cross Platform Support
        • Configure MRTK for iOS and Android
        • Configure MRTK for Leap Motion Hand Tracking
        • Configure MRTK for Oculus Quest
      • Detecting Platform Capabilities
      • Diagnostics System
        • Diagnostics System Overview
        • Configuring the Diagnostics System
        • Using the Visual Profiler
      • Extension Services
        • Extension Service Creation Wizard
        • Scene Transition Service Overview
        • Hand Physics Service Overview
      • Input System
        • Input Overview
        • Input Actions
        • Input Events
        • Input Providers
          • Input Providers Overview
          • Creating an input data provider
        • Controllers
        • Eyes
          • Overview
          • Getting Started
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          • Validate Tracking Calibration
        • Gaze
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        • How to Add Near Interaction
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          • Dictation
          • Speech (Command and Control)
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      • Services
        • What makes a mixed reality feature
        • What are the MixedRealityServiceRegistry and IMixedRealityServiceRegistrar
        • Extension services
      • Spatial Awareness System
        • Spatial Awareness Overview
        • Spatial Observers
          • Configuring Observers for Device
          • Configuring Observers for Editor
          • Controlling Observers via Code
          • Creating a custom Observer
      • Teleport System Overview
      • Tools
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          • Input Animation File Format Specification
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        • Manipulation Handler [Obsolete]
      • Example Scenes
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    • Contributing
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    Speech

    Near Menu

    Speech input providers, like Windows Speech Input, don't create any controllers but instead allow you to define keywords that will raise speech input events when recognized. The Speech Commands Profile in the Input System Profile is where you configure the keywords to recognize. For each command you can also:

    • Select an input action to map it to. This way you can for example use the keyword Select to have the same effect as a left mouse click, by mapping both to the same action.
    • Specify a key code that will produce the same speech event when pressed.
    • Add a localization key that will be used in UWP apps to obtain the localized keyword from the app resources.

    Handling speech input

    The Speech Input Handler script can be added to a GameObject to handle speech commands using UnityEvents. It automatically shows the list of the defined keywords from the Speech Commands Profile.

    Assign optional SpeechConfirmationTooltip.prefab to display animated confirmation tooltip label on recognition.

    Alternatively, developers can implement the IMixedRealitySpeechHandler interface in a custom script component to handle speech input events.

    Example scene

    The SpeechInputExample scene, in MRTK/Examples/Demos/Input/Scenes/Speech, shows how to use speech. You can also listen to speech command events directly in your own script by implementing IMixedRealitySpeechHandler (see table of event handlers).

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    In This Article
    • Handling speech input
    • Example scene
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