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acteme

Unity

Acteme Voice for Unity lets you write, cast, direct, render and sync voice-over without leaving the editor, and play lines by key at runtime. Requires Unity 2022.3 or newer.

Install the package

Open Window → Package Manager, press + → Add package from disk… and pick app.acteme.voice/package.json. Unity pulls in com.unity.nuget.newtonsoft-json automatically.

Connect

Open Window → Acteme → Voice Studio and paste:

  • API URL: https://acteme.app/api
  • API key: from the studio's Developer page, with read, write and, to render from the editor, generate.

The key is stored in EditorPrefs on your machine only.

Pick a project

Choose an existing project or create one. The link is saved in ProjectSettings/ActemeVoice.asset. Commit that file, and your team gets the same project, output folder and import rules, each with their own API key.

Sync

Open the Sync tab and press Sync. The selected take of every line is downloaded into the output folder, only changed files are fetched, and the voice bank is rebuilt.

The Voice Studio window

TabWhat it does
ScriptEvery line with its status, filtered by scene, character, status or text. Edit key, text, style and notes; insert vocal tags and style presets; see lint warnings. Switch the locale to edit translations next to the source. Play every take with waveforms, pick the one that ships, approve or delete. Multi-select to bulk-edit, approve, render, translate or delete. Import CSV, JSON or Yarn Spinner with a dry-run preview.
CastCharacters with voice, default style, model override and per-language casting. Browse studio voices, Acteme Specials and the voice library with previews, and audition a test line.
JobsLive render progress (new, cached, failed), credit usage, failures with a jump to the line, and cancel.
SyncDownloads changed takes, removes files for deleted lines, applies import settings and rebuilds the voice bank. Can sync automatically when a render finishes.
Quick lineRender a one-off line as a character or any voice, compare variations and save the one you like into the project.
ProjectModel and audio output settings, file template, languages, scenes, pronunciation lexicon and machine translation.

Keyboard shortcuts in the Script list

KeysAction
SpacePlay the selected take
EnterJump to the text field
DeleteDelete the line
Ctrl + NAdd a line
Ctrl + S or Ctrl + EnterSave the line being edited

Window → Acteme → Sync Voice Lines syncs without opening the window; progress appears in Unity's background tasks.

Playing lines in game

Sync builds an ActemeVoiceBank asset (by default Assets/Audio/VO/ActemeVoiceBank.asset) that maps line keys to clips, character names and durations for every synced language.

Npc.cs
using Acteme;
using UnityEngine;
 
public class Npc : MonoBehaviour
{
    [SerializeField] ActemeVoicePlayer voice;
    [VoiceLine] public string greeting = "varga_wounded_01"; // key picker with preview in the inspector
 
    public void Greet() => voice.Play(greeting);
}
  • ActemeVoicePlayer (Add Component → Audio → Acteme Voice Player) plays lines by key, queues them with Enqueue and PlaySequence, and raises onLineStarted(key), onLineFinished(key) and onLineMissing(key) for gameplay hooks.
  • ActemeVoice.Locale = "de-DE" switches the dub language at runtime. A missing line falls back to another variant of the same language, then to the project's writing locale.
  • bank.TryGet(key, out var entry) gives you the clip, character and duration for your own audio system.

Import rules

Project Settings → Acteme Voice (or the Sync tab) controls how synced clips import: mono, compression, quality and load type. Auto keeps short lines compressed in memory and streams long ones.

Rules apply the first time a clip is imported. A clip you adjust by hand keeps your settings; Re-apply to existing clips forces the rules again.

Notes

  • Previewing takes in the editor needs WAV, OGG or MP3 output. FLAC syncs fine but can't be previewed.
  • Rendering and translating from the editor spend credits from your Acteme account, as in the studio.
  • Sync never deletes files it didn't write.