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FAQ
Guribo edited this page Jul 5, 2026
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Yes. MeshColliders work for occlusion. Make sure they are on the Environment layer.
- Navigate to your
PlayerAudioControllerprefab in the scene - Find
Configurations/LocalConfigurationinside it - Change its settings — this holds the active settings
- When using the menu: apply the same settings to
Configurations/DefaultConfiguration- This allows resetting global settings back to your defaults
In Packages/tlp.udonvoiceutils/Runtime/Prefabs/Examples:
- VoiceOverrideTriggerZone — zone-based override
- VoiceOverrideRoom — room with enter/exit
- PickupMicrophone — mic pickup item
See How to Set Up Voice Channels for setup guide.
3.10.3 or higher. See Installation for details.
- Architecture
- Occlusion
- Voice Directionality
- Height Scaling
- Audio Processing Pipeline
- Private Voice Channels
- WorldAudio Subsystem
- WorldAudio Limitations
- Set Up Occlusion
- Set Up Voice Channels
- Set Up Reverb
- Set Up Height Scaling
- Set Up Voice Directionality
- Set Up Microphone
- Set Up WorldAudio Emitters
- Enable Debug Mode
- Tutorial #1: Custom Voice Override Zone
- Tutorial #2: Private Voice Channels
- Tutorial #3: Setting Up World Audio
- PlayerAudioController
- PlayerAudioOverride
- PlayerAudioOverrideList
- PlayerAudioView
- PlayerAudioConfigurationModel
- SyncedPlayerAudioConfigurationModel
- VoiceUtils
- IgnoredPlayers
- AudioObstacle
- DefaultPlayerOcclusion
- NullPlayerOcclusion
- PlayerOcclusionStrategy
- Privacy Channel Reference
- AdjustableGain
- DynamicPrivacy
- PickupMicrophone — MVC microphone system with MicModel/MicController/MicView
- VoiceOverrideTriggerZone
- VoiceOverrideRoom