For the complete documentation index, see llms.txt. This page is also available as Markdown.

Tune conversation targeting

Adjust the range, look angle, switch margin, and switch delay so conversation targeting matches how close together your characters stand.

Adjust ConversationTargetingOptions on ConvaiManager when the default range, angle, or switching behavior does not fit your scene — characters standing close together that trade the conversation too easily, or a look angle that is too narrow for a wide-format screen. Use this page after choosing a mode in Choose a targeting mode.

Prerequisites

  • A targeting mode already selected (LookAt or Proximity)

  • Familiarity with the eligibility-versus-switching split in How conversation targeting works

Understand what each number controls

MaxDistance and MaxAngle decide who is eligible to be addressed at all. SwitchMargin and SwitchDelaySeconds decide how willingly an eligible challenger takes the conversation over once they qualify, and exist to stop the target flickering between two candidates. Reach for the first pair when a character is not addressable at all; reach for the second pair when the conversation switches too easily or not easily enough.

Field
Default
Controls

MaxDistance

30 metres

How far away a character can be and still be eligible.

MaxAngle

35 degrees

How far from the centre of view a character can be and still be eligible, measured from the view direction — 35 gives a 70-degree cone.

SwitchMargin

10 degrees

How much better a different character must score before the conversation moves to them. Applies to LookAt only, because it is measured in degrees.

SwitchDelaySeconds

0.2 seconds

How long a different character must stay the best choice before the conversation moves to them. Under Proximity, this is what separates two equidistant characters, since SwitchMargin has no meaning for a rule measured in metres.

Adjust the values

Select the ConvaiManager GameObject and open Who The Player Talks To. Adjust Range (Metres), Look Angle (Degrees), Switch Margin (Degrees), and Switch Delay (Seconds).

ConvaiManager manager = ConvaiManager.ActiveManager;
manager.ConversationTargeting.MaxDistance = 15f;
manager.ConversationTargeting.MaxAngle = 20f;
manager.ConversationTargeting.SwitchMargin = 15f;
manager.ConversationTargeting.SwitchDelaySeconds = 0.4f;

Every field clamps to its own valid range: MaxAngle between 1 and 180 degrees, SwitchMargin between 0 and 90 degrees, and MaxDistance and SwitchDelaySeconds to a minimum of 0. Setting a value outside that range clamps it rather than throwing.

Verify the change

Enter Play mode with two or more characters registered. Move the player's view or position and confirm the target switches at the point you expect — tighter for a narrower MaxAngle, slower for a longer SwitchDelaySeconds. Check the Live section of the ConvaiManager Inspector to see the addressed character and the verdict behind the last decision.

Common adjustments

The conversation flickers between two nearby characters. Raise SwitchMargin first, then SwitchDelaySeconds if flickering continues.

Looking at a character does not switch the conversation to them. Their distance or angle may fall outside MaxDistance or MaxAngle — widen whichever is limiting them.

The target switches too eagerly while sweeping the view across a room. Raise SwitchDelaySeconds so a passing glance no longer counts as addressing every character it crosses.

Next steps

Conversation targeting referenceTroubleshoot conversation targeting

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