Gaze
Find guides for adding eye contact, attention shifts, and full-body turns to a Convai character with the Gaze embodiment module.
Gaze is the Convai embodiment module that decides where a character looks: eye contact with the player, glances at objects and other characters, and full-body turns when the player moves out of view. One component, ConvaiGazeController, drives the eyes, head, and body together so the character's attention reads as a single coherent behavior instead of separate systems fighting for the same bones.
What gaze gives a character
Eye contact
The character's eyes and head track the player while listening and speaking, and look away naturally between turns.
Attention shifts
Glances at scene objects, other Convai characters, and whatever the player is currently looking at.
Body turns
The character turns its body, not only its head, when the player moves far enough off-axis or walks behind it.
Conversation awareness
Engagement, aversion, and body participation all scale with the character's current dialogue state instead of running on a fixed loop.
Add ConvaiGazeController to a character through Convai > Embodiment > Gaze and it works immediately on the SDK's built-in tuning — no profile asset or additional setup is required to see eye contact in Play mode.
How it decides what to look at
Every tick, Gaze resolves a target from the available candidates, decides how strongly to commit to it based on the character's dialogue state, and moves the eyes, head, and body in that order to reach it. How gaze works covers target priority, the eye-then-head-then-body movement chain, and how dialogue state drives engagement.
Where to start
Gaze quick startExplore gaze
Getting started
Configuring gaze
Reference
Next steps
Gaze is one of five embodiment modules. Add Body Animation next to give the same character idle motion, gestures, and NavMesh-driven movement that Gaze can watch and react to.
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