SALSA LipSync Logo

Please check this Frequently Asked Questions list for answers to common problems/questions. If you don't find your answer here, please check the forum site for SALSA with RandomEyes, or post a new question, comment, or feature request.

Buy SALSA on the Asset Store


What is SALSA with RandomEyes?

It's a toolset built for the Unity3D game engine, to simplify the process of adding lip synchronization, and random and programatic eye movement to 2D and 3D game characters. New to version 1.1 is our unlimited custom BlendShape system for 3D characters, great for use with emotions and any other BlendShape application, and a more robust event system to assist with choreographed character interactions and dialog sequences.

Who is it for?

This asset is designed for anyone who uses the Unity3D game engine, wanting to spice up their characters with automatic lip synchronization, emotion, natural-looking eye-movement, and eye-object-tracking, or full programmatic control.

What are the License Requirements?

SALSA with RandomEyes requires one (1) license per developer. The product may be used for any number of character models and/or projects. There are no sales limits for your final product(s).

What languages does SALSA work with?

SALSA lip-sync processing is language-agnostic. It will work with any language or sound. It analyzes amplitude data in the waveform, translating the information into a blending of up to 3 different mouth positions, for fast, easy, and great-looking lip-sync approximation.  The Custom Inspectors and all script documentation for SALSA with RandomEyes is in English.

When will it be available in the Unity Asset Store, and how much will it cost?

It's available now in the Unity Asset Store ($35).

Where do I get technical information or support?

SALSA with RandomEyes comes with a complete, online manual and many examples in C# and JavaScript for those looking to get more advanced. If you get stuck, post your questions, comments, or feature requests to our forums.

Can I use a microphone as an input source for SALSA?

Yes! We have created a simple helper-script to show you how. Read this blog post for more information.


Does SALSA or RandomEyes work with armatures/bones?

SALSA and RandomEyes are both designed to work with blend shape animations and not with armatures/bones. Blend shapes were chosen due to their ease-of-use, power, and flexibility. For facial animations, blend shapes can be used to easily create intricate animations/morphs and don't require complicated bone structures and manipulation. Blend shapes are supported by most popular 3D modeling suites. If you're new to blend shapes, please watch our 3-part video tutorial series on creating blend shapes using Blender 3D. NOTE: Blender refers to blend shapes as shape keys.

What is required for my model to work with SALSA?

SALSA 2D requires 4 sprite mouth shapes to fully operate, although, depending on your stylization, you could work with as little as 2 sprite shapes:

  • Closed mouth (rest)
  • Small open (saySmall)
  • Medium open (sayMedium)
  • Wide-open (sayLarge)

SALSA 3D requires 3 BlendShapes (recognized by Unity). Just like the 2D requirements, 3D requirements could work with fewer shapes (with reduced detail):

  • Small open (saySmall)
  • Medium open (sayMedium)
  • Wide-open (sayLarge)
  • sayRest is the result of all BlendShapes off

For easiest 3D results, the mouth and jaw/teeth BlendShapes should be a single shape. If the mouth and jaw/teeth have separate BlendShapes, see our Autodesk Character Generator workflow for examples of wiring this up.

NOTE: SALSA does not work with armatures/bones.

What is required for my model to work with RandomEyes?

RandomEyes 2D requires sprites:

  • closed lid(s) (for blinking -- if desired)
  • eyes (either with pupil or without)
  • pupils (if eyes don't have them)

RandomEyes 3D requires 4 BlendShapes for eye positions and 1 BlendShape for closed lids (for blinking if desired):

RandomEyes 3D Custom BlendShapes:

  • any number of BlendShapes recognized by Unity

NOTE: RandomEyes does not work with armatures/bones.

Third Party Integration/Support

Can I use Dark Tonic's Master Audio asset to drive lip-sync?

Absolutely! Dark Tonic's product is pretty awesome and we've put together a quick workflow to show you how to use Master Audio's playlists to drive lip-sync input in SALSA. Enjoy!

Autodesk Character Generator

We've created some helper scripts that are available on this site. In addition, we've created a detailed video tutorial that shows exactly how to wire these models up.

Mixamo FUSE Character Creator

Fuse Character Creator now has support for blend shapes. We've created a workflow to add SALSA with RandomEyes to these great-looking models! Read the blog post.


We've created a workflow to add SALSA with RandomEyes to these great-looking models! Read the blog post.

Dialog System for Unity

The superb Dialogue System for Unity asset, from Pixel Crushers, now includes support for SALSA with RandomEyes. SALSA with RandomEyes also includes a comprehensive API that makes it easy for developers to integrate into other systems

PlayMaker Custom Actions

We're excited to announce the immediate availability of our free Playmaker add-on. It includes 45 custom Playmaker Actions.

Cinema Director Actions

We're excited to announce the immediate availability of our free Cinema Director add-on. It includes over 40 Actions.

Adventure Creator

Adventure Creator v1.43+ now supports SALSA. Technically, this version adds SALSA 2D support, SALSA 3D already worked in Adventure Creator.

DAZ3D Characters

We've created a workflow to add SALSA with RandomEyes to these great-looking models! Read the blog post.

MCS Characters from Morph 3D

We've created a workflow to add SALSA with RandomEyes to these great-looking models! Read the blog post.

UMA 2 Characters

We've created a workflow to add SALSA with RandomEyes to these amazingly flexible models! Read the blog post.


We're very excited to announce that with the release of SALSA with RandomEyes 1.4.0 and NodeCanvas 2.4.0, you can now control SALSA lip-sync natively with the [Say] and [Multiple Choice] dialogue Nodes in NodeCanvas's DialogueTree Graph. If you're not familiar with NodeCanvas, it's a superb behavior designer and state machine from ParadoxNotion. In addition to the native support for lip-sync, we're offering a free NodeCanvas add-on with over 30 custom nodes to expose deep control over complex facial expressions, settings, and more.


LookTarget is not correctly tracking/looking at my target object...

LookTarget is cool, but there are a couple of setup steps that need to be accomplished to reap the benefits of this powerful feature. We've put together a small blog post with some troubleshooting tips for LookTarget. Check it out but if you continue to have problems, check out our forums or send a support email to (don't forget to include your invoice number).

Microphone Input is not working with Unity 5.2+, what's the problem?

As of Unity version 5.2 (and greater), Unity has changed the behavior of AudioSource.GetOutputData(). It will no longer process audio if the AudioSource is muted. Please see this blog post for a workaround for micInput to function properly.