How vision works
Understand the Vision pipeline architecture, including frame sources, publish policy, the WebRTC track to Convai, and how dynamic vision context fits in.
Vision streams a live camera feed from Unity to Convai, where it is processed alongside the audio conversation. This page explains the pipeline architecture, the role of each component, and what the SDK does at runtime when Vision starts.
Architecture
A frame source captures images from your scene and passes them to ConvaiVisionPublisher, which manages a WebRTC video track through the LiveKit layer. The coordinator applies the configured publish policy (frame rate and bitrate), then forwards frames to Convai for AI processing alongside the audio conversation.
On WebGL, ConvaiVisionPublisher bypasses the frame source entirely and publishes the browser canvas directly via canvas.captureStream(). The WebRTC and Convai processing layers are identical across all platforms.
Key concepts
Frame Source
A MonoBehaviour that captures frames and exposes them as a Y-flipped RenderTexture. Three built-in implementations cover Unity cameras, physical webcams, and Meta Quest passthrough.
Publish Policy
Controls the client-side frame rate and bitrate used when streaming to Convai. Does not control which AI model or vision provider is used on the backend.
Video Track
A WebRTC video track published to the active Convai room. Identified by the Track Name field on ConvaiVisionPublisher (default: "unity-scene").
Room Connection
Vision only publishes when ConvaiRoomManager is connected with Connection Type set to Video. Audio-only connections do not carry video.
Dynamic Vision Context
An additive, backend-driven sampling mode. Instead of every published frame being processed as it arrives, Convai samples the video track into a rolling buffer and decides which frames reach the model and when. Configured through ConvaiVisionContextMode on ConvaiRoomManager.
Component placement
Understanding which component belongs where prevents the most common setup mistakes.
ConvaiRoomManager
—
Any persistent scene GameObject
Connection Type must be set to Video
ConvaiVisionPublisher
—
Any persistent scene GameObject
Typically placed on or near the NPC's root. Has no Add Component menu entry — add it as a script component directly.
CameraVisionFrameSource
Convai/Vision/Camera Vision Frame Source
Same or child GameObject as the publisher
One per capture source
WebcamVisionFrameSource
Convai/Vision/Webcam Vision Frame Source
Same or child GameObject as the publisher
One per capture source
QuestVisionFrameSource
Convai/Vision/Quest Vision Frame Source
Same or child GameObject as the publisher
Meta Quest 3 / 3S only; requires Meta XR SDK
VisionDebugPreview
Convai/Vision/Vision Debug Preview (Editor Only)
Any scene GameObject
Editor-only; auto-disabled in player builds
Startup sequence
When ConvaiRoomManager connects with Connection Type set to Video, the following occurs automatically for AutoCompatible, HighResponsiveness, and LowOverhead policies. If Dynamic Vision Context is set to Enabled, ConvaiRoomManager resolves its effective connection type to Video automatically at connect time, even when Connection Type is configured as Audio.
ConvaiRoomManagerestablishes a Video connection to Convai.ConvaiVisionPublisherdetects the active room and resolves the frame source viaGetComponentorGetComponentsInChildren.The frame source starts capture and signals
Ready. ForCameraVisionFrameSource, this renders the assigned camera (orCamera.main) into aRenderTexture.VisionPublishCoordinatorapplies the selected publish policy (for example,AutoCompatible: 10 fps, 750 kbps) and begins forwarding frames to the video pipeline.A WebRTC video track named
"unity-scene"is published to the Convai room.ConvaiVisionPublisher.IsPublishingbecomestrueand theVideoTrackPublisheddomain event fires.
For the Manual policy, step 5 does not happen automatically — call EnablePublishing(true) from a script to start publishing.
Dynamic vision context
Dynamic vision context is an additive, opt-in alternative to processing every published frame as it arrives. Instead of the client deciding what to publish and how often, Convai samples the video track that is already being published into a rolling frame buffer and attaches the freshest frames to model turns only when needed. It shares the same input-lane model as dynamic context: vision is one lane with its own respond mode, alongside context_update, trigger, and scene_metadata lanes, all using the same ConvaiRespondMode values (Silent, Auto, MustRespond).
Dynamic vision context does not replace the frame-source pipeline described in Architecture — it depends on it. A frame source and ConvaiVisionPublisher must still publish a WebRTC video track for Convai to sample; dynamic vision context only changes how Convai decides which sampled frames reach the model and when a frame update should make the character respond.
The reason this exists is token cost, not network transport. An attached frame costs image tokens on every model turn a character produces — including ordinary voice and text turns, since silently absorbed vision frames still ride along. Token accounting and provider resolution are backend behavior, not a stable SDK contract, so treat the acknowledgement metadata (ImageTokensEstimate on VisionContextTriggerReceived) and current Convai service documentation as the source of truth when estimating cost, rather than a fixed per-frame figure. Dynamic vision context exists to make that cost an explicit, tunable choice instead of an implicit one.
ConvaiVisionContextMode on ConvaiRoomManager controls whether this backend sampling is requested at connect time:
Auto (default)
Vision context is enabled only when Connection Type is already Video. Audio-only rooms are never upgraded automatically.
Enabled
Always enables vision context and forces the room's effective connection type to Video.
Disabled
Never sends vision context configuration. Connection Type is left untouched, so the standard frame-source publishing path keeps publishing without backend sampling.
When enabled, ConvaiRoomManager sends a vision_input_config payload on room connect that describes the sampling interval, frames-per-turn budget, buffer size, staleness window, and resolution cap. Convai then decides which buffered frames to attach to a turn and whether a vision update should stay silent, let the model decide, or force a response — configured per lane through ConvaiVisionRespondModeSettings.
For the sampling settings, respond-mode defaults, and the runtime API to query buffer status or trigger a vision response, see Dynamic vision context.
Next steps
Vision quick startVision frame sourcesDynamic vision contextVision scripting APILast updated
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