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Track NPC voice session and custom Ida Faber facial-animation lane #262
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area:ai-agentOffline player agent, NPC intelligence, and agent observabilityOffline player agent, NPC intelligence, and agent observabilityarea:designGame design, economy rules, lore, and GDD workGame design, economy rules, lore, and GDD workarea:unityUnity client, scenes, assets, or editor workflowUnity client, scenes, assets, or editor workflowenhancementNew feature or requestNew feature or requestpriority:p2Important but not blocking current milestoneImportant but not blocking current milestonesize:mMedium taskMedium task
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area:ai-agentOffline player agent, NPC intelligence, and agent observabilityOffline player agent, NPC intelligence, and agent observabilityarea:designGame design, economy rules, lore, and GDD workGame design, economy rules, lore, and GDD workarea:unityUnity client, scenes, assets, or editor workflowUnity client, scenes, assets, or editor workflowenhancementNew feature or requestNew feature or requestpriority:p2Important but not blocking current milestoneImportant but not blocking current milestonesize:mMedium taskMedium task
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Purpose
Track the future NPC voice lane without committing to broad voice integration too early.
Scope
SkinnedMeshRendererblendshape names.References
docs/design/56-focused-npc-dialogue-portrait-lipsync-design.mddocs/design/28-character-body-and-roster-design.mddocs/design/37-ai-npc-backend-client-roadmap.mdNotes
Text-first NPC behavior remains the default until the core AI NPC loop is stable. Voice, TTS, Ida Faber blendshape mapping, and viseme lip sync should not block the first focused dialogue portrait implementation.