Build a custom scene
Add required Convai components to a new Unity scene using the Setup Required Components command and configure your first character.
A new Unity scene needs three Convai components wired together before a character can hear a player and respond: a manager, a character, and a player. Build that hierarchy in an empty scene using the Setup Required Components command, then add and configure the character itself.
Minimum required hierarchy
Every working Convai scene needs these three things:
[Manager GameObject] → ConvaiManager + ConvaiRoomManager
[NPC GameObject] → ConvaiCharacter + ConvaiAudioOutput + AudioSource
[Player GameObject] → ConvaiPlayerThe setup wizard creates the first and third automatically. You add the NPC components yourself.
Add the required manager components
In the Unity Editor menu bar, select GameObject > Convai > Setup Required Components.
Unity creates a ConvaiManager GameObject with ConvaiManager and ConvaiRoomManager attached, and a ConvaiPlayer GameObject with ConvaiPlayer attached. Both appear in the Hierarchy.
ConvaiRoomManager always lives on the same GameObject as ConvaiManager. Do not move it to a separate GameObject.
Set the Character ID
In the ConvaiCharacter component, set the Character ID field to the ID of your character from the Convai dashboard.
The Character ID field is required. If it is empty, the character cannot connect to Convai and the Scene Validator will report an error.
Validate the scene
In the menu bar, select GameObject > Convai > Validate Scene Setup.
A dialog appears listing errors, warnings, and recommended next steps.
Errors (must fix):
No ConvaiManager found
Run Setup Required Components
No ConvaiCharacter found
Add ConvaiCharacter to your NPC GameObject
ConvaiCharacter has no Character ID
Set the Character ID from your dashboard
No ConvaiPlayer found
Run Setup Required Components
Warnings:
API key not configured
Open Convai > Settings > Credentials and enter your key
When the validator reports no errors, the scene is ready for Play Mode.
Enter Play Mode
Press Play. The Unity Console logs:
[ConvaiRuntime] Started successfully— SDK initialized[RoomConnectionRuntimeAdapter] Room connection succeeded (mode=create).— the room connected to Convai
Speak into your microphone. The character responds within a few seconds.
If you later add a Gaze, Body Animation, Body Language, or Emotion module component to the NPC, Convai adds supporting infrastructure components to the same GameObject automatically. See Scene components reference for what each one does.
Editing settings that ship with the SDK
Some optional modules point a character at a default settings asset that ships inside the Convai package. The first time you change a field on one of these assets from a character's Inspector, Convai copies the asset into your project, points the character at the copy, and applies your edit there — the packaged original is never edited in place.
The copy is created next to the character's prefab when it has one, or under Assets/Convai/<module> otherwise. You do not create this copy yourself; changing a field is enough, and the Inspector reports where the copy was written.
Usage examples
Example 1: Safety training simulation
Scenario: An industrial safety trainer NPC responds to trainee questions about equipment procedures.
Setup:
NPC GameObject:
SafetyTrainerwithConvaiCharacter,ConvaiAudioOutput,AudioSourceCharacter ID: ID of your safety trainer character from the Convai dashboard
ConvaiCharacter._characterName:"Safety Trainer"ConvaiCharacter._enableRemoteAudio:true
Expected outcome: Trainees speak to the NPC and receive voice responses about safety procedures. The character name appears in the transcript UI.
Example 2: Multiple characters in one scene
Scenario: A medical training simulation with two characters — a supervising doctor and a nurse.
Setup:
Two separate NPC GameObjects, each with
ConvaiCharacter,ConvaiAudioOutput,AudioSourceEach
ConvaiCharacterhas its own unique Character IDOnly one
ConvaiManagerand oneConvaiPlayerin the scene
Expected outcome: Both characters are discovered and registered automatically. There is no component to add and no field to fill: ConvaiManager keeps the conversation pointed at whichever character the player is addressing, and moves it there as the player's attention shifts. See Conversation targeting for the rule that decides who is being addressed and the settings that tune it.
Character A and Character B do not share conversation context unless your Convai character configuration explicitly links them.
Next steps
With the scene built, run the validator to confirm everything is wired correctly before adding features.
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