Skip to content
/a/ FaceCue Performance Studio

Installation and the Hub

Importing the package, finding your way around, and the few choices worth making before the first bake.

None of them are hard to change later. They are here because making them once, now, saves meeting each one halfway through something else.

Importing the Package

Import it the way you import anything else. FaceCue lands under Assets and compiles, which takes a moment the first time because there is a lot of it.

It adds nothing to your package manifest and pulls nothing in behind you. See Package Dependencies if you want to know what it uses when it finds it.

The Hub

The FaceCue Hub is the front door. It sits first in the FaceCue menu and opens itself the first time the editor loads, so it is hard to miss.

It does two things. The top half launches every tool as a tile, grouped into the two jobs a new project has: authoring cues, which is baking speech and reviewing it, and setting up a character, which is getting a rig working with FaceCue. The bottom half holds the settings that apply to the whole tool rather than to one window.

If you would rather it stopped opening on load, there is a toggle for that, and FaceCue ▸ FaceCue Hub always brings it back.

Choose How Much Tool You Want to See

The Hub asks Which level of customization do you want? and the answer moves every FaceCue inspector and window at once.

Start on Basic. It is not a beginner mode, it is the authoring surface, and it holds every decision a project actually makes: which features are on, and the main dial for each. You can change your mind at any point and nothing is hidden permanently.

Full explanation in Basic, Advanced and Expert.

Choose Where FaceCue Compiles

The Hub also asks where FaceCue's code should live: in its own assemblies, or in your project's default one.

Its own assemblies keep FaceCue out of your project's recompiles, so editing your own scripts does not rebuild it. The default assembly is the simpler setup and matches how most assets ship. Switching between them reloads scripts once and is otherwise uneventful.

If you have no opinion, leave it. This matters most on large projects where recompile time is a daily cost.

Install the Models You Need

English is in the package, so if that is what you are baking you can skip this and come back when you need another language.

Every other speech model installs with one click, inside the editor, in the Cue Baker Setup window, reachable from the baker's Setup button or from FaceCue ▸ Cue Baker Tools ▸ Setup.

Each row is a model pack, and it tells you which languages use it, whether it is downloaded, and how much space it needs. Several recognizers can share one pack, so the download count is usually smaller than the language count.

You only need the packs for the languages you actually bake. There is no reason to fetch them all, and Language Support will tell you which yours needs.

Choose a Baking Backend

Bakes run on CPU until you say otherwise, which always works and is slower. If you have a graphics card worth using, switching is a one-time job.

Only one GPU backend can be active at a time, and switching restarts the editor, so it is worth doing now rather than in the middle of a batch. Backends covers the choice and the Execution Provider window that makes it.

If a Backend Is Left in a Bad State

GPU drivers can fail in ways that outlast whatever caused them, and the editor loads its provider on startup, so a bad state could in principle keep the editor from opening.

It does not. FaceCue disables both GPU backends on the next load and falls back to CPU, so you get a working editor and slower bakes. Re-enable from the Execution Provider window once the underlying problem is sorted.

If the Project Will Not Compile After Import

The one import problem worth knowing about in advance is a duplicate DLL, which shows up as type X is defined in multiple assemblies. It happens when another asset in your project ships one of the same libraries FaceCue does.

FaceCue ▸ Cue Baker Tools ▸ Check Plugin Compatibility scans your Assets/Plugins folder, reports duplicates, and flags the known collision candidates. Run it if you see those errors, and it will tell you which file is the problem rather than leaving you to work it out from the compiler.

What Next

You have a working install. Next is a character: Your First Character.