title: Recognize the custom speech keywords (Unity, MRTK, Hololens 1)
body: <p>I'm trying to get the hololens (1) to recognize a custom defined speech keyword.  Using Unity and MRTK.  It recognizes the pre-defined keywords (ex: "Select") but my custom keyword (let's call it "Keyword") isn't recognized.</p>
  
  <p>I have both a tooltip pop up to give feedback if it recognized a keyword and a audio feedback I put in there for debugging purposes (aka: if ANY keyword is recognized, play a chime).  It works for "Select" but not for "Keyword."</p>
  
  <p>I want this keyword to be globally recognized.</p>
  
  <ol>
  <li>Microphone capability is selected.</li>
  <li>Keyword is defined in the profiles section. (Input>Speech>Add a New Speech Command)</li>
  <li>Input Action Handler, Speech Input Handler, and a custom code "SpeechManager.cs" ALL do the same thing.  "Select" is recognized (pop up and chime played) but "Keyword" is not.</li>
  <li>"Focus Required" is not selected.</li>
  <li><p>I have tried several different keywords to make sure I didn't pick a difficult to recognize one.</p>
  
  <pre><code>using UnityEngine;
  using Microsoft.MixedReality.Toolkit.Input;
  using Microsoft.MixedReality.Toolkit;
  public class SpeechManager : MonoBehaviour, IMixedRealitySpeechHandler
  {
  
  void Start()
  {
      //Debugging "play sound" declarations deleted as not important for this example script.
      CoreServices.InputSystem?.RegisterHandler&lt;IMixedRealitySpeechHandler&gt;(this);
  }
  
  void IMixedRealitySpeechHandler.OnSpeechKeywordRecognized(SpeechEventData eventData)
  {
      PlaySound(1);  //DEBUG AUDIO FEEDBACK
  
      if (eventData.Command.Keyword == "keyword")
      {
          PlaySound(2);  //DEBUG AUDIO FEEDBACK
      }
      else if (eventData.Command.Keyword == "select")
      {
          PlaySound(3);  //DEBUG AUDIO FEEDBACK
      }
  }
  } 
  </code></pre></li>
  </ol>
  
  <p>What SHOULD happen:</p>
  
  <p>"Select" spoken: PlaySound(1) and PlaySound(3) triggered.</p>
  
  <p>"Keyword" spoken: PlaySound(1) and PlaySound(2) triggered.</p>
  
  <p>What ACTUALLY happens:</p>
  
  <p>"Select": PlaySound(1) triggered*</p>
  
  <p>"Keyword" nothing happens &lt;- Why?  WHY???</p>
  
  <p>'* Yes, PlaySound(3) is not triggered, but that is a whole separate issue that I'm not too concerned about because both Speech Input Handler and Input Action Handler both recognize "Select."  One issue at a time!</p>