How to use ElevenLabs text-to-speech in Unity
A simple script to add ElevenLabs text-to-speech to your Unity game.
ElevenLabs offers the best text-to-speech API on the market, and it is my go-to service when I want to have very good results. I had to add text-to-speech to Unity’s demos a lot of times in the last months, and I decided to share the basic script I use to do it.
Unity Artificial Intelligence Programming – Fifth Edition
Hey, everyone. As you know, I am not particularly present recently (I need to find out how to handle this blog while my interests spread out on non-technical stuff, but this is something for another time). However, I am back with an announcement: I have recently published the fifth edition of Unity Artificial Intelligence Programming. Not only have I updated the book for Unity 2022, but the book is also a massive improvement over the last edition in terms of code quality and consistency (and I really need to thank Kazimieras Mikelis for the extensive and detailed review).
Unity Game Optimization is now available!
The new edition of Unity Game Optimization is finally out! I already announced that in my December monthly update, but I think it is worth to spend a bit more words on it.
Quick Look at F# in Unity
I am a functional-oriented developer. I have a bit of expertise in game development, especially in Unity 3D. It comes naturally that I am interested in the obvious link between the two: F#.
F# is a functional language of the ML family born in the Microsoft Research and now developed by the F# Software Foundation. Of course, F# run on the .NET framework, the same as C#, the language used by Unity3D. It is clear, then, that we could use F# in Unity. And, in fact, we can with moderate easiness.
Should we? How easy is that? answering these questions is the goal of this article.
One Game A Month - December 2014
The new year is come, full of good resolutions and appealing feelings of renovation. For my part I have two main target. The first one is to write a bit more. I always feel that I have a lot to say but, for some reason, I usually get stuck in a kind of writer’s block every time I finally found time for writing. So, because the only way to beat a writer’s block is to write, and write and write, I decided to spend at least January into a more strict scheduling. Maybe there will be a good impact in the blog post frequency too.
The second “resolution” is to beat the One Game A Month challenge for 2015. The goal is to complete a game each month. You don’t have to realize the full game in one month, you just have to complete and release it. I think it is a nice opportunity to challenge myself on some specific game development aspect while forcing some deadline (that is always a good thing).
However, taking advantage of the Ludum Dare jam on December, I started this challenge a bit in advance. :) So, now I’m going to do short post-analysis of my game for the previous month.