> For the complete documentation index, see [llms.txt](https://docs.convai.com/api-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.convai.com/api-docs/plugins-and-integrations/convai-unity-sdk/ai-coding-assistant/mcp-tools-reference.md).

# MCP tools reference

Unity's official MCP server exposes 20 Convai-specific tools under the `Convai.*` namespace, at tool contract version 4, so a connected coding agent can inspect, configure, or diagnose Convai components instead of you wiring them by hand in the Unity Editor. Unity AI Assistant calls a tool by its dot-separated name (for example `Convai.GetGuidance`); external MCP clients receive the same tool under an underscore-normalized name (`Convai_GetGuidance`). This page documents every tool's purpose, parameters, default enabled state, and scene or project mutation behavior, using the dot-separated name throughout.

### All 20 tools

| Tool                            | Area                         | Enabled by default | Mutates                                                   |
| ------------------------------- | ---------------------------- | ------------------ | --------------------------------------------------------- |
| `Convai.GetGuidance`            | Guidance                     | Yes                | No                                                        |
| `Convai.GetProjectStatus`       | Foundation                   | Yes                | No                                                        |
| `Convai.InspectScene`           | Foundation                   | Yes                | No                                                        |
| `Convai.ValidateSetup`          | Foundation                   | Yes                | No                                                        |
| `Convai.BootstrapScene`         | Scene and conversation setup | No                 | Yes — `dryRun` defaults differently by caller (see below) |
| `Convai.ConfigureRoom`          | Scene and conversation setup | Yes                | Yes — `dryRun` defaults to `true`                         |
| `Convai.ConfigurePlayer`        | Scene and conversation setup | Yes                | Yes — `dryRun` defaults to `true`                         |
| `Convai.ConfigureCharacter`     | Scene and conversation setup | Yes                | Yes — `dryRun` defaults to `true`                         |
| `Convai.SetupConversationScene` | Scene and conversation setup | Yes                | Yes — `dryRun` defaults to `true`                         |
| `Convai.DiagnoseConversation`   | Scene and conversation setup | Yes                | No                                                        |
| `Convai.ConfigureActions`       | Character actions            | Yes                | Yes — `dryRun` defaults to `true`                         |
| `Convai.DiagnoseActions`        | Character actions            | Yes                | No                                                        |
| `Convai.SimulateAction`         | Character actions            | Yes                | Play Mode only, through the dispatcher                    |
| `Convai.ConfigureLipSync`       | Lip sync                     | Yes                | Yes — `dryRun` defaults to `true`                         |
| `Convai.DiagnoseLipSync`        | Lip sync                     | Yes                | No                                                        |
| `Convai.ConfigureTranscripts`   | Transcripts                  | Yes                | Yes — `dryRun` defaults to `true`                         |
| `Convai.DiagnoseTranscripts`    | Transcripts                  | Yes                | No                                                        |
| `Convai.ConfigureNarrative`     | Narrative                    | Yes                | Yes — `dryRun` defaults to `true`                         |
| `Convai.DiagnoseNarrative`      | Narrative                    | Yes                | No                                                        |
| `Convai.TraceRuntimeEvents`     | Runtime diagnostics          | Yes                | No — manages an editor-only trace buffer only             |

Toggle any tool under **Edit > Project Settings > AI > Unity MCP Server**.

### `Convai.GetGuidance`

**Area:** Guidance · **Enabled by default:** Yes · **Mutates:** No

Loads concise Convai SDK workflow guidance for one topic. Call it before configuring or debugging a Convai feature; it is not for generic Unity operations. The response includes a summary, prerequisites, an ordered workflow, the relevant Convai and Unity tools, and documentation paths.

| Parameter | Type                       | Default    | Description             |
| --------- | -------------------------- | ---------- | ----------------------- |
| `topic`   | `enum ConvaiGuidanceTopic` | `Overview` | Workflow topic to load. |

`ConvaiGuidanceTopic` values and what each returns:

| Topic                | Summary returned                                                                                                   |
| -------------------- | ------------------------------------------------------------------------------------------------------------------ |
| `Overview` (default) | Use Convai tools only for SDK-aware operations; compose official Unity MCP tools for generic project changes.      |
| `Setup`              | Complete runnable Convai scene setup proactively; an explicit setup request authorizes safe, reversible defaults.  |
| `Actions`            | Author explicit action affordances and bind local executors; never infer affordances from scene metadata.          |
| `DynamicContext`     | Send state, events, and attention-object changes through the character dynamic-context facade.                     |
| `Vision`             | Configure a vision publisher and one frame source under the room hierarchy before enabling video mode.             |
| `Narrative`          | Use the Narrative module for section state and named or inline trigger workflows.                                  |
| `Embodiment`         | Configure each embodiment module through its branded component and profile; missing peers must degrade gracefully. |
| `Events`             | Prefer `ConvaiManager.Events` for typed code and relay components for Inspector-driven `UnityEvent`s.              |
| `Runtime`            | Use `ConvaiManager` for session ownership, Audio for room audio, and Transcripts for canonical history.            |

### `Convai.GetProjectStatus`

**Area:** Foundation · **Enabled by default:** Yes · **Mutates:** No

Reads Convai SDK, Unity AI Assistant, and non-secret project configuration status. Never returns the Convai API key.

No input parameters.

Returns `sdkVersion`, `unityVersion`, `assistantVersion`, `toolContractVersion`, `credentialsConfigured`, `serverUrl`, `transcriptSystemEnabled`, `notificationSystemEnabled`, `defaultMicrophoneDeviceId`, `connectionTimeoutSeconds`, `isPlaying`, `isCompiling`, and `packageRoot`.

### `Convai.InspectScene`

**Area:** Foundation · **Enabled by default:** Yes · **Mutates:** No

Inspects open scenes for `ConvaiManager`, `ConvaiRoomManager`, `ConvaiPlayer`, and `ConvaiCharacter` components and returns exact instance IDs for later mutations.

| Parameter         | Type   | Default | Description                                                      |
| ----------------- | ------ | ------- | ---------------------------------------------------------------- |
| `includeInactive` | `bool` | `true`  | Include disabled `GameObject`s and components in the inspection. |

### `Convai.ValidateSetup`

**Area:** Foundation · **Enabled by default:** Yes · **Mutates:** No

Validates Convai project and scene readiness without changing assets or scenes. Call before and after Convai authoring operations. Returns `errors`, `warnings`, and `nextSteps`.

| Parameter | Type                         | Default | Description                                     |
| --------- | ---------------------------- | ------- | ----------------------------------------------- |
| `scope`   | `enum ConvaiValidationScope` | `All`   | Validation scope: `All`, `Project`, or `Scene`. |

### `Convai.BootstrapScene`

**Area:** Scene and conversation setup · **Enabled by default:** No · **Mutates:** Yes

Idempotently adds the required `ConvaiManager` and `ConvaiRoomManager` to the active scene. Does not add players, characters, save the scene, or set credentials. Available only in Edit Mode — returns a `PLAY_MODE_ACTIVE` failure code if called during Play Mode.

| Parameter | Type   | Default                                                                   | Description                                           |
| --------- | ------ | ------------------------------------------------------------------------- | ----------------------------------------------------- |
| `dryRun`  | `bool` | `true` via Unity AI Assistant; `false` via the external MCP tool contract | Preview required changes without modifying the scene. |

{% hint style="warning" %}
`Convai.BootstrapScene` is the only one of the 20 tools disabled by default. Its `dryRun` default also depends on how the agent calls it: Unity AI Assistant's dot-named wrapper defaults `dryRun` to `true` like every other mutating tool, but the underlying MCP tool contract used by external MCP clients (the underscore-named `Convai_BootstrapScene`) defaults `dryRun` to `false` — those clients apply the change immediately unless they pass `dryRun: true` explicitly. Prefer `Convai.SetupConversationScene` for end-to-end setup; use `Convai.BootstrapScene` only for manager/room-only work.
{% endhint %}

### `Convai.ConfigureRoom`

**Area:** Scene and conversation setup · **Enabled by default:** Yes · **Mutates:** Yes

Previews or configures a Convai room — `ConvaiManager` and `ConvaiRoomManager` — on an explicit target `GameObject`, using inline settings or an existing `ConvaiRoomManagerProfile`. Uses Unity's Undo system, never saves the scene, and never changes credentials. Available only in Edit Mode — returns a `PLAY_MODE_ACTIVE` failure code if called during Play Mode.

| Parameter           | Type                               | Default      | Description                                                                           |
| ------------------- | ---------------------------------- | ------------ | ------------------------------------------------------------------------------------- |
| `targetInstanceId`  | `long`                             | — (required) | GameObject instance ID that owns or will own `ConvaiManager` and `ConvaiRoomManager`. |
| `configurationMode` | `enum ConvaiToolConfigurationMode` | `Inline`     | `Inline` or `ExistingProfile`.                                                        |
| `profileAssetPath`  | `string`                           | `""`         | Existing `ConvaiRoomManagerProfile` asset path. Required in `ExistingProfile` mode.   |
| `connectionType`    | `enum ConvaiConnectionType`        | `Audio`      | Inline connection type.                                                               |
| `inputMode`         | `enum ConversationInputMode`       | `HandsFree`  | Inline conversation input mode.                                                       |
| `connectOnStart`    | `bool`                             | `true`       | Connect automatically when the scene starts.                                          |
| `serverEndpoint`    | `enum ConvaiServerEndpoint`        | `Connect`    | Core-service endpoint.                                                                |
| `visionMode`        | `enum ConvaiVisionContextMode`     | `Auto`       | Dynamic vision policy.                                                                |
| `pushToTalkKey`     | `string`                           | `"T"`        | Unity `KeyCode` name used by push-to-talk.                                            |
| `dryRun`            | `bool`                             | `true`       | Preview changes without modifying the scene.                                          |

### `Convai.ConfigurePlayer`

**Area:** Scene and conversation setup · **Enabled by default:** Yes · **Mutates:** Yes

Previews or adds and configures `ConvaiPlayer` on an explicit target `GameObject`, then binds one unambiguous manager. Never modifies `Main Camera`. Available only in Edit Mode — returns a `PLAY_MODE_ACTIVE` failure code if called during Play Mode.

| Parameter           | Type     | Default      | Description                                                                                  |
| ------------------- | -------- | ------------ | -------------------------------------------------------------------------------------------- |
| `targetInstanceId`  | `long`   | — (required) | Target player GameObject instance ID.                                                        |
| `managerInstanceId` | `long`   | `0`          | Optional manager GameObject instance ID. Zero auto-resolves one manager in the target scene. |
| `playerName`        | `string` | `"Player"`   | Player display name.                                                                         |
| `playerId`          | `string` | `""`         | Optional local transcript attribution ID. Defaults to the player name.                       |
| `dryRun`            | `bool`   | `true`       | Preview changes without modifying the scene.                                                 |

### `Convai.ConfigureCharacter`

**Area:** Scene and conversation setup · **Enabled by default:** Yes · **Mutates:** Yes

Previews or adds and configures `ConvaiCharacter` with recommended audio output — `AudioSource` and `ConvaiAudioOutput` — on an explicit target `GameObject`. A missing Character ID stays an explicit readiness blocker: the tool returns `complete=false` and `requiredInputs=["characterId"]` instead of guessing one. Available only in Edit Mode — returns a `PLAY_MODE_ACTIVE` failure code if called during Play Mode.

| Parameter           | Type                               | Default      | Description                                                                                  |
| ------------------- | ---------------------------------- | ------------ | -------------------------------------------------------------------------------------------- |
| `targetInstanceId`  | `long`                             | — (required) | Target character GameObject instance ID.                                                     |
| `managerInstanceId` | `long`                             | `0`          | Optional manager GameObject instance ID. Zero auto-resolves one manager in the target scene. |
| `configurationMode` | `enum ConvaiToolConfigurationMode` | `Inline`     | `Inline` or `ExistingProfile`.                                                               |
| `profileAssetPath`  | `string`                           | `""`         | Existing `ConvaiCharacterProfile` asset path. Required in `ExistingProfile` mode.            |
| `characterId`       | `string`                           | `""`         | Convai dashboard Character ID. May be omitted while authoring an incomplete placeholder.     |
| `characterName`     | `string`                           | `""`         | Character display name. Defaults to the target GameObject name.                              |
| `addAudioOutput`    | `bool`                             | `true`       | Ensure `AudioSource` and `ConvaiAudioOutput` companions.                                     |
| `dryRun`            | `bool`                             | `true`       | Preview changes without modifying the scene.                                                 |

### `Convai.SetupConversationScene`

**Area:** Scene and conversation setup · **Enabled by default:** Yes · **Mutates:** Yes

Previews or performs end-to-end Audio conversation setup in the active scene, using safe placeholders and recommended defaults. Selection order is an explicit instance ID, then one unambiguous existing component, then a safe placeholder — a standalone `Convai Player` and a visible Capsule `Convai Character` — when none exists. Never saves the scene, enters Play Mode, or sets credentials. Available only in Edit Mode — returns a `PLAY_MODE_ACTIVE` failure code if called during Play Mode.

| Parameter                   | Type                         | Default              | Description                                                                            |
| --------------------------- | ---------------------------- | -------------------- | -------------------------------------------------------------------------------------- |
| `managerInstanceId`         | `long`                       | `0`                  | Optional manager target instance ID.                                                   |
| `playerInstanceId`          | `long`                       | `0`                  | Optional player target instance ID.                                                    |
| `characterInstanceId`       | `long`                       | `0`                  | Optional character target instance ID.                                                 |
| `roomProfileAssetPath`      | `string`                     | `""`                 | Optional existing `ConvaiRoomManagerProfile` path.                                     |
| `characterProfileAssetPath` | `string`                     | `""`                 | Optional existing `ConvaiCharacterProfile` path.                                       |
| `characterId`               | `string`                     | `""`                 | Convai dashboard Character ID. May be omitted until all independent setup is complete. |
| `characterName`             | `string`                     | `"Convai Character"` | Character display name.                                                                |
| `playerName`                | `string`                     | `"Player"`           | Player display name.                                                                   |
| `playerId`                  | `string`                     | `""`                 | Optional local transcript attribution ID.                                              |
| `inputMode`                 | `enum ConversationInputMode` | `HandsFree`          | Recommended room input mode.                                                           |
| `connectOnStart`            | `bool`                       | `true`               | Connect automatically when the scene starts.                                           |
| `createPlaceholders`        | `bool`                       | `true`               | Create standalone player and Capsule character placeholders when none exist.           |
| `dryRun`                    | `bool`                       | `true`               | Preview changes without modifying the scene.                                           |

### `Convai.DiagnoseConversation`

**Area:** Scene and conversation setup · **Enabled by default:** Yes · **Mutates:** No

Diagnoses active-scene Convai conversation readiness and runtime state with ranked evidence and suggested fixes. Works in both Edit Mode and Play Mode. Never mutates the project or returns API keys.

| Parameter             | Type   | Default | Description                                        |
| --------------------- | ------ | ------- | -------------------------------------------------- |
| `characterInstanceId` | `long` | `0`     | Optional focused character GameObject instance ID. |
| `includeInactive`     | `bool` | `true`  | Include inactive scene objects.                    |

Returns `readyToRun`, configuration and runtime snapshots, and an `issues` array with stable codes, evidence, `autoFixable`, and `suggestedTool`/`suggestedArguments` for each issue.

### `Convai.ConfigureActions`

**Area:** Character actions · **Enabled by default:** Yes · **Mutates:** Yes

Previews or safely upserts typed action definitions and explicit object or character targets on a Convai character. Uses Undo and never saves. A definition with no bound executor receives an unwired `UnityEvent` placeholder and stays incomplete until wired. Available only in Edit Mode — returns a `PLAY_MODE_ACTIVE` failure code if called during Play Mode.

| Parameter                | Type     | Default      | Description                                                                                                                                                                                                                    |
| ------------------------ | -------- | ------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| `characterInstanceId`    | `long`   | — (required) | Character GameObject or component instance ID.                                                                                                                                                                                 |
| `definitions`            | `array`  | `[]`         | Typed action definitions to upsert by name. See [Character actions scripting reference](/api-docs/plugins-and-integrations/convai-unity-sdk/features/character-actions/actions-scripting-reference.md) for the full field set. |
| `objects`                | `array`  | `[]`         | Explicit actionable GameObjects to upsert by name.                                                                                                                                                                             |
| `characters`             | `array`  | `[]`         | Explicit actionable characters to upsert by name.                                                                                                                                                                              |
| `initialAttentionObject` | `string` | `""`         | Optional authored object name used as initial attention.                                                                                                                                                                       |
| `dryRun`                 | `bool`   | `true`       | Preview changes without modifying the scene.                                                                                                                                                                                   |

### `Convai.DiagnoseActions`

**Area:** Character actions · **Enabled by default:** Yes · **Mutates:** No

Diagnoses action definitions, executors, targets, attention, dispatcher presence, and runtime availability without mutation.

| Parameter             | Type   | Default | Description                     |
| --------------------- | ------ | ------- | ------------------------------- |
| `characterInstanceId` | `long` | `0`     | Optional character instance ID. |
| `includeInactive`     | `bool` | `true`  | Include inactive objects.       |

### `Convai.SimulateAction`

**Area:** Character actions · **Enabled by default:** Yes · **Mutates:** Play Mode only

Validates an action payload in Edit Mode, or dispatches it through the real runtime `ConvaiActionDispatcher` in Play Mode. Never changes Play Mode itself.

| Parameter             | Type                         | Default      | Description                                                        |
| --------------------- | ---------------------------- | ------------ | ------------------------------------------------------------------ |
| `characterInstanceId` | `long`                       | — (required) | Character instance ID.                                             |
| `actionName`          | `string`                     | — (required) | Configured action name.                                            |
| `target`              | `string`                     | `""`         | Optional target name.                                              |
| `parameters`          | `dictionary<string, string>` | `{}`         | Optional action parameter values keyed by authored parameter name. |
| `timeoutSeconds`      | `float`                      | `10`         | Completion timeout, clamped between `0.1` and `60` seconds.        |

In Edit Mode the tool returns `executed=false` and `requiresPlayMode=true` after validating the payload. In Play Mode it enqueues the command on the character's dispatcher and waits for a `ConvaiActionStepReport`, returning `SIMULATION_TIMEOUT` if the step does not complete within `timeoutSeconds`.

### `Convai.ConfigureLipSync`

**Area:** Lip sync · **Enabled by default:** Yes · **Mutates:** Yes

Previews or configures Convai lip sync using existing meshes, shipped profiles, and an optional existing lip sync map asset. Never creates or mutates assets. Available only in Edit Mode — returns a `PLAY_MODE_ACTIVE` failure code if called during Play Mode.

| Parameter             | Type                      | Default      | Description                                                                                                               |
| --------------------- | ------------------------- | ------------ | ------------------------------------------------------------------------------------------------------------------------- |
| `characterInstanceId` | `long`                    | — (required) | Character GameObject instance ID.                                                                                         |
| `meshInstanceIds`     | `long[]`                  | `[]`         | Target mesh instance IDs. Empty resolves every `SkinnedMeshRenderer` under the character.                                 |
| `profile`             | `string`                  | `"Auto"`     | `Auto`, `arkit`, `cc4_extended`, or `metahuman`. `Auto` requires a unique blendshape-name match across the target meshes. |
| `mappingAssetPath`    | `string`                  | `""`         | Existing `ConvaiLipSyncMapAsset` path.                                                                                    |
| `latencyMode`         | `enum LipSyncLatencyMode` | `Balanced`   | `Balanced`, `UltraLowLatency`, `NetworkSafe`, or `Custom`.                                                                |
| `dryRun`              | `bool`                    | `true`       | Preview changes without modifying the scene.                                                                              |

See [Add lip sync](/api-docs/plugins-and-integrations/convai-unity-sdk/getting-started/add-lip-sync.md) for the Inspector workflow this tool automates.

### `Convai.DiagnoseLipSync`

**Area:** Lip sync · **Enabled by default:** Yes · **Mutates:** No

Diagnoses the `ConvaiLipSyncComponent`, target meshes, blendshape compatibility, mapping, profile, and sanitized runtime buffer state.

| Parameter               | Type   | Default | Description                                                                                                 |
| ----------------------- | ------ | ------- | ----------------------------------------------------------------------------------------------------------- |
| `characterInstanceId`   | `long` | `0`     | Character GameObject instance ID.                                                                           |
| `includeRuntimeMetrics` | `bool` | `true`  | Include `isPlaying`, `isTalking`, `isFadingOut`, `engineState`, buffered and stream duration, and headroom. |

### `Convai.ConfigureTranscripts`

**Area:** Transcripts · **Enabled by default:** Yes · **Mutates:** Yes

Previews or configures the canonical transcript facade, event relay, or shipped chat UI. Never changes `ConvaiSettings` or exposes transcript text. Available only in Edit Mode — returns a `PLAY_MODE_ACTIVE` failure code if called during Play Mode.

| Parameter           | Type                            | Default      | Description                                    |
| ------------------- | ------------------------------- | ------------ | ---------------------------------------------- |
| `managerInstanceId` | `long`                          | `0`          | Optional manager instance ID.                  |
| `hostInstanceId`    | `long`                          | `0`          | Optional host GameObject instance ID.          |
| `mode`              | `enum ConvaiTranscriptToolMode` | `EventRelay` | `EventRelay`, `ChatUI`, or `WorldSpaceChatUI`. |
| `finalOnly`         | `bool`                          | `false`      | Forward final updates only.                    |
| `ignoreInterim`     | `bool`                          | `true`       | Ignore interim updates.                        |
| `characterIdFilter` | `string`                        | `""`         | Optional character ID filter.                  |
| `dryRun`            | `bool`                          | `true`       | Preview changes without modifying the scene.   |

See [Transcript API](/api-docs/plugins-and-integrations/convai-unity-sdk/scripting-reference/transcript-api.md) for the runtime facade this tool wires up.

### `Convai.DiagnoseTranscripts`

**Area:** Transcripts · **Enabled by default:** Yes · **Mutates:** No

Diagnoses transcript enablement, facade readiness, relays, UIs, and sanitized runtime timeline metadata.

| Parameter           | Type   | Default | Description                                             |
| ------------------- | ------ | ------- | ------------------------------------------------------- |
| `managerInstanceId` | `long` | `0`     | Optional manager instance ID.                           |
| `includeText`       | `bool` | `false` | Include transcript text only when explicitly requested. |

### `Convai.ConfigureNarrative`

**Area:** Narrative · **Enabled by default:** Yes · **Mutates:** Yes

Previews or configures Unity-side narrative section mappings, template keys, and triggers — `ConvaiNarrativeDesignManager` and `ConvaiNarrativeDesignTrigger`. Preserves unrelated entries and `UnityEvent`s and never contacts Convai. Available only in Edit Mode — returns a `PLAY_MODE_ACTIVE` failure code if called during Play Mode.

| Parameter               | Type    | Default      | Description                                                                                                                                                                                                 |
| ----------------------- | ------- | ------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| `characterInstanceId`   | `long`  | — (required) | Character GameObject instance ID.                                                                                                                                                                           |
| `managerHostInstanceId` | `long`  | `0`          | Optional host GameObject instance ID for the narrative manager.                                                                                                                                             |
| `sections`              | `array` | `[]`         | Narrative sections to upsert, each `{ sectionId, sectionName }`.                                                                                                                                            |
| `templateKeys`          | `array` | `[]`         | Template keys to upsert, each `{ key, value }`.                                                                                                                                                             |
| `triggers`              | `array` | `[]`         | Triggers to upsert. See [Narrative design scripting reference](/api-docs/plugins-and-integrations/convai-unity-sdk/features/narrative-design/scripting-narrative-design.md) for the full trigger field set. |
| `dryRun`                | `bool`  | `true`       | Preview changes without modifying the scene.                                                                                                                                                                |

### `Convai.DiagnoseNarrative`

**Area:** Narrative · **Enabled by default:** Yes · **Mutates:** No

Diagnoses Unity-side narrative character bindings, duplicate or orphaned sections, template keys, triggers, player filters, cached sync errors, and runtime trigger state.

| Parameter             | Type   | Default | Description                                                                 |
| --------------------- | ------ | ------- | --------------------------------------------------------------------------- |
| `characterInstanceId` | `long` | `0`     | Character GameObject instance ID.                                           |
| `includeInactive`     | `bool` | `true`  | Include inactive objects.                                                   |
| `includeContent`      | `bool` | `false` | Include template values and trigger names. Content stays hidden by default. |

### `Convai.TraceRuntimeEvents`

**Area:** Runtime diagnostics · **Enabled by default:** Yes · **Mutates:** No (manages an editor-only trace buffer only)

Starts, reads, clears, or stops a bounded editor-only Convai runtime event trace of up to 256 entries. The trace clears on Play Mode exit and domain reload. Transcript capture is off by default.

| Parameter             | Type                               | Default | Description                                         |
| --------------------- | ---------------------------------- | ------- | --------------------------------------------------- |
| `operation`           | `enum ConvaiRuntimeTraceOperation` | `Read`  | `Start`, `Read`, `Clear`, or `Stop`.                |
| `managerInstanceId`   | `long`                             | `0`     | Optional active-scene manager instance ID.          |
| `characterInstanceId` | `long`                             | `0`     | Optional active-scene character instance ID filter. |
| `eventFilters`        | `string[]`                         | `[]`    | Optional event type or category filters.            |
| `limit`               | `int`                              | `100`   | Entries to return, clamped between `1` and `256`.   |
| `captureTranscripts`  | `bool`                             | `false` | Capture transcript events and text. Off by default. |

### Next steps

{% content-ref url="/pages/oXL608mEMdrEEudHoaSJ" %}
[AI coding assistant](/api-docs/plugins-and-integrations/convai-unity-sdk/ai-coding-assistant.md)
{% endcontent-ref %}

{% content-ref url="/pages/4fzoj3RtQTbbG69I9A9p" %}
[Supported coding agents](/api-docs/plugins-and-integrations/convai-unity-sdk/ai-coding-assistant/supported-coding-agents.md)
{% endcontent-ref %}

{% content-ref url="/pages/6KguvwDVvWMYC4R123tO" %}
[Troubleshoot AI coding assistant setup](/api-docs/plugins-and-integrations/convai-unity-sdk/ai-coding-assistant/troubleshooting.md)
{% endcontent-ref %}


---

# Agent Instructions
This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com.

## Querying This Documentation
If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter, and the optional `goal` query parameter:

```
GET https://docs.convai.com/api-docs/plugins-and-integrations/convai-unity-sdk/ai-coding-assistant/mcp-tools-reference.md?ask=<question>&goal=<endgoal>
```

`ask` is the immediate question: it should be specific, self-contained, and written in natural language.
`goal` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal.

The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
