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Dynamic Entities Based on GameObject Lifecycle

Dynamic entities can help provide Wit.ai with a better set of valid choices within a scene. For example, in the case of a chess game you might want to limit keywords to only the pieces that are left in the game. This will improve overall entity match quality. This is an example of a basic setup for capturing what’s in the sceen, where there are a very limited and static number of pieces involved. More complex use cases for dynamic entities could consist of a subset of users in a room or a selection of interactable objects in an area.
When doing this, consider the following:
  • Start by setting up your piece prefabs. In the Shapes tutorial project we have these under Assets/_Project/Prefabs.
  • If you are dynamically adding a prefab that will manage their registration, you will need to add a registry to the AppVoiceExperience component such as the Dynamic Entity Keyword Registry (Script). This component will track when your prefabs are enabled/disabled within a scene.
    "Screengrab of the Dynamic Entity Keyword Registry (Script)"
  • Add a RegisteredDynamicEntityKeyword with the keywords and synonyms under which you want the prefab to be recognized.
    "Screengrab of Adding Keywords and Synonyms"
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