Getting started
Configuring the package
Once you’ve added the package to your project (see Installation Guide), you’ll need to configure it with an API key.
Select LMNT > Configure API Key...
from the menu bar.
You can get a new API key or find your current key by pressing the Get an API key...
button.
Once you’ve pasted your key into the input box, press the Save
button to continue. That’s it!
You’re all set to add dialogue to your game objects.
Adding dialogue to a GameObject
Select a GameObject
that you want to speak, and add an LMNT Speech
Component in the Inspector.
Now, choose a voice from the drop-down list and write some text you’d like the GameObject
to say.
Triggering dialogue from a script
Now that your GameObject
’s dialogue is configured, you can trigger it from a script. The easiest way
to do that is by adding the following code to your MonoObject
:
For a detailed example, you can read through the DialogueTriggerScript.cs
file in the LMNT package.
Changing dialogue at runtime
You can also use your script to change the dialogue at runtime. For example, you can change the text
to be spoken by the GameObject
by calling speech.dialogue = "New text to say";
. This will overwrite
the text you wrote in the Inspector.
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