Getting Started¶
The path from an empty project to a character speaking a baked line. Five pages, in the order you meet them, and by the end of the last one a character in your scene is talking from a clip you baked.
What You Will Have at the End¶
A character set up by the OneClick Wizard, one clip baked and registered, and the line playing from an AudioSource with nothing FaceCue-specific in your code.
Those are the full steps. Everything else on this site is about making that performance better, and none of it is needed to get there.
The Five Steps¶
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1. Requirements and Compatibility
Which Unity versions, platforms and hardware, and which parts work where. Worth two minutes before you start.
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2. Installation and the Hub
Importing the package, finding the Hub, and the two choices worth making before the first bake.
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3. Your First Character
The OneClick Wizard, from dropping a model in to a face that is ready to speak.
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4. Your First Clip
Baking a line, and the two rules that decide whether the runtime can find what you baked.
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5. Playing It Back
In the common case, nothing. The clip plays and the face follows it.
Read Concepts Alongside This
These five pages tell you what to do. Concepts tells you what is happening while you do it, in three short pages. If something here feels arbitrary, the reason is usually there.
Where to Go Next¶
Once a line is playing, three directions open up.
Look at what you baked. The Cue Clip Composer draws a clip as a stack of rows and shows the cues on a timeline, so you can see what the bake actually found before you tune anything.
Tune the performance. The mouth is one driver among several. Speech, Emphasis, Emotion, Gaze and Breath each have their own chapter, and each is optional.
Sequence it. Timeline gives you phoneme, emotion and gaze tracks, and a watcher that drives the face from a Timeline audio track.