Emotion taxonomy

Reference for EmotionTaxonomyAsset, including the built-in Plutchik set, server alias resolution, and custom taxonomy authoring.

The taxonomy translates the Convai backend's raw emotion strings into the canonical labels the rest of the system uses. When the server sends "happy", the taxonomy resolves that alias to "joy" so that the accumulator and output bindings — which are keyed on canonical labels — know exactly which score to update. The SDK ships with a nine-emotion Plutchik-inspired default; author a custom EmotionTaxonomyAsset when you need a different vocabulary or additional server aliases.

Built-in Plutchik taxonomy

When the taxonomy field on a ConvaiEmotionProfile is left empty, the system synthesises the following set at runtime. This default covers all emotions the Convai backend currently produces and requires no asset to be created.

Canonical label
Server aliases
Default mouth influence

neutral

calm, idle

0.0

joy

happy, happiness, ecstasy, serenity

0.6

trust

acceptance, admiration

0.3

fear

afraid, apprehension, terror, fearful

0.4

surprise

amazement, distraction, surprised

0.5

sadness

sad, pensiveness, grief

0.3

disgust

disgusted, loathing, boredom, bored

0.4

anger

angry, annoyance, rage

0.55

anticipation

interest, vigilance

0.45

Default mouth influence is a per-emotion hint (0–1) that tells the facial blendshape compositor how much an emotion-driven mouth shape should contribute when the character is not speaking. During active speech, LipSync overrides mouth blendshapes according to phoneme data; outside of speech, this value controls how strongly the emotional pose shapes the mouth region.

How alias resolution works

Every time the backend emits an emotion, the controller calls IEmotionTaxonomy.TryResolve(serverLabel, out EmotionDescriptor descriptor). The resolver checks canonical labels first, then the full alias list across all entries.

  • If the label resolves successfully, the corresponding canonical label and descriptor are used throughout the pipeline.

  • If the label does not resolve, the controller silently falls back to the neutral descriptor. No console warning is produced. The pipeline continues running normally, writing neutral scores every frame.

Example: The backend sends "happy"TryResolve finds "happy" in the aliases list of the joy entry → the accumulator sets the target score for "joy".

Creating a custom taxonomy asset

In the Project window, right-click inside your Assets/ folder and choose:

Create → Convai → Embodiment → Emotion Taxonomy

A new asset named EmotionTaxonomy appears. Select it to edit the entries list in the Inspector.

EmotionTaxonomyEntry fields

Field
Type
Description

label

string

The canonical, lowercase label used throughout the pipeline (e.g. "joy"). Must be unique within the taxonomy.

aliases

List<string>

All server-side strings that should resolve to this entry (e.g. "happy", "happiness").

complements

List<string>

Canonical labels of emotions that suppress neutral alternation when active. If a complement emotion is currently scoring above zero, the neutral alternator skips its fade cycle for that entry. In the built-in taxonomy, joy and trust are mutual complements.

defaultMouthInfluence

float (0–1)

Mouth influence hint for LipSync blending. See the built-in table above for reference values.

isNeutral

bool

Marks this entry as the taxonomy's neutral baseline — the decay target for the accumulator and the destination state during neutral alternation.

Assigning a custom taxonomy to a profile

  1. Open your ConvaiEmotionProfile asset.

  2. Drag the custom EmotionTaxonomyAsset into the Taxonomy field.

  3. The controller picks up the new taxonomy the next time the profile is applied — immediately in Play Mode, and immediately in Edit Mode because ConvaiEmotionController carries [ExecuteAlways] from its base class.

When to create a custom taxonomy

The built-in Plutchik set covers all emotions the Convai backend currently sends. A custom taxonomy is worth creating when:

  • Your Convai configuration uses custom emotion labels that differ from the built-in aliases.

  • You want to use a different conceptual model — for example, Ekman's six basic emotions — and map multiple server aliases onto fewer canonical buckets.

  • You want to adjust defaultMouthInfluence values for specific emotions to better suit your character's rig.

  • You need to define complements relationships that prevent neutral alternation from interrupting specific emotion combinations in your application's flow.

Next steps

Emotion scripting APITroubleshoot emotion

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