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I have added a logic on a button to assign the audio source's audio clip present on the gameobject which has the ulipsync script to none/null, as a way to make the ulipsync 3d avatar stop speaking mid sentence, But there is a bug occuring such that when I execute my logic then the 3d avatar's mouth is left with the last used phoneme/blendshape extended as it was, which gives it a wierd look.
This problem is not occuring in editor but only in webgl builds.
Any help is appreciated.
Thanks!
The text was updated successfully, but these errors were encountered:
I apologize for the very delayed response. Yes, as you mentioned, PlayOneShot cannot be used in WebGL. With PlayOneShot, the AudioSource.clip property is not updated when called. Instead, it internally manages the AudioClip as a list and handles it directly. As a result, data cannot be retrieved via AudioSource.clip.GetData(), leading to the issue where lipsync was not functioning properly.
The detailed investigation is documented in the blog post below:
On WebGL, the logic differs from the editor, so AudioSource.clip might not be properly checked for None, which could cause it to fail to stop correctly.
I have added a logic on a button to assign the audio source's audio clip present on the gameobject which has the ulipsync script to none/null, as a way to make the ulipsync 3d avatar stop speaking mid sentence, But there is a bug occuring such that when I execute my logic then the 3d avatar's mouth is left with the last used phoneme/blendshape extended as it was, which gives it a wierd look.
This problem is not occuring in editor but only in webgl builds.
Any help is appreciated.
Thanks!
The text was updated successfully, but these errors were encountered: