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

ConvaiManager API

Every public member of the scene manager component, covering connection control, facade access, who the player is talking to, and service discovery.

ConvaiManager is the primary scripting entry point for the Convai Unity SDK. It initializes the runtime, manages room connections, owns the Events, Audio, and Transcripts facades, and grants access to lower-level services through typed accessors. Every scripted interaction begins here.

Access: ConvaiManager.ActiveManager (singleton)

var manager = ConvaiManager.ActiveManager;
if (manager == null)
{
    Debug.LogError("ConvaiManager not found in scene. Add it via GameObject > Convai > Setup Required Components.");
    return;
}

State properties

Property
Type
Description

IsBootstrapped

bool

Static. True when the runtime has completed initial bootstrap — safe to access facades.

IsInitialized

bool

True when bootstrap is complete AND the event hub is available.

IsConnected

bool

True when the room session is in Connected state.


Facade accessors

Property
Type
Reference

Events

ConvaiEvents

Audio

ConvaiAudio

Audio API

Transcripts

ConvaiTranscripts

Transcript API


Ownership properties

Property
Type
Description

Characters

IReadOnlyList<ConvaiCharacter>

All ConvaiCharacter instances currently owned by this manager

Player

ConvaiPlayer

The ConvaiPlayer instance owned by this manager

ActiveConversationCharacter

ConvaiCharacter

The character currently set as the conversation target; may be null

ConversationMode

ConvaiManagerConversationMode

The configured conversation mode for this manager

ActiveConversationInputMode

ConversationInputMode

The runtime conversation input mode currently in effect

PushToTalkKey

KeyCode

The key code used for push-to-talk, when mode is PushToTalk

ConvaiManagerConversationMode enum

Value
Description

UseRoomDefaults (0)

Uses the conversation input mode configured in TurnTakingOptions on the manager

HandsFree (1)

Sets hands-free (LocalAudio) mode, overriding room defaults

PushToTalk (2)

Sets push-to-talk mode, overriding room defaults


Room operations

ConnectAsync

Returns a RoomSession on success. See Operation & Stream Types and Async Patterns for consumption patterns.

RoomSessionConnectOptions fields

Pass this to the second overload to override runtime behavior at connect time.

Field
Type
Description

TurnTaking

TurnTakingOptions

Override the turn-taking configuration for this session. See Turn-taking modes for the full field reference.

EndUserId

string

Override the end-user ID for this session (used by Long-Term Memory)

CharacterSessionId

string

Optional session ID scoped to this explicit end-user connection request. Prefer this over the character's own ConvaiCharacter.CharacterSessionId field when an end-user ID is present.

EndUserMetadata

IReadOnlyDictionary<string, object>

Additional metadata for the end user

ActionConfigOverride

ConvaiActionConfig

Override the action configuration for this session

ActionDefinitionsOverride

List<ConvaiActionDefinition>

Override the action definitions registered for this session

SharedSessionKey

string

Optional shared session key used to group multiplayer participants into the same room. See Connection API reference.

RoomSessionId

string

Durable multi-character room identifier used when joining an existing room. Set through MultiCharacterJoinOptions for normal use rather than directly.

JoinExistingMultiCharacterRoom

bool

Selects a topology-free human join rather than building and sending a roster.

MaxNumParticipants

int

Optional maximum number of participants for the shared session.

DisconnectAsync

Gracefully disconnects the room session. Resolves when the session reaches Disconnected.


Conversation control

Method
Returns
Description

SetConversationInputModeAsync(ConversationInputMode mode, CancellationToken ct = default)

IConvaiOperation<Unit>

Switches the room's conversation input mode at runtime

StartListening()

void

Starts microphone capture. Shortcut for Audio.StartListeningAsync() with default device.

ToggleMicMute()

bool

Toggles microphone mute. Returns the new mute state.

EnableAudioAndStartListening()

void

Calls Audio.EnableAudioPlayback() then starts listening. Required on WebGL before any audio interaction.


Direct C# events

ConvaiManager exposes three direct C# events in addition to the typed hub accessible via Events. Subscribe to these when you need lightweight session state notification without the full hub or relay setup.

Event
Signature
Fires When

OnConnected

Action

Session reaches Connected

OnDisconnected

Action

Session reaches Disconnected

OnError

Action<SessionError>

Session encounters an error

For richer session state data (transition context, participant changes, idle warnings), use ConvaiSessionEventRelay or ConvaiManager.ActiveManager.Events. The direct events above are intentionally minimal — connection and error only.


Ownership management

Use these methods and properties to control which characters and player the manager owns, which characters join the next room connection, and which character the room opens on.

Member
Description

SetInitialCharacter(ConvaiCharacter character)

Chooses which character speaks first when the room connects. This is setup, not steering — it decides where a conversation starts, and changing it on a connected room queues a reconnect rather than moving the conversation. Leaving it unset is normal: the first character in scene order takes the first turn. To move the conversation in a live room, use TalkTo.

InitialCharacter

ConvaiCharacter. The read half of SetInitialCharacter. null when nothing has been explicitly chosen.

TalkTo(ConvaiCharacter character)

Points the conversation at one character in a live, multi-character room. Safe to call at any time; does nothing when the room is not multi-character or the character is not in it. See Conversation targeting.

AddressedCharacter

ConvaiCharacter. The character the player is currently talking to, resolved before a room exists and after. Bind chat field labels to this, never to whoever the player happens to be looking at.

ConversationAvailability

ConvaiConversationAvailability. Whether the player can talk to AddressedCharacter right now. Values: NoCharacter, Offline, Connecting, Preparing, Ready, Answering, Unavailable.

ConversationAvailability.CanAcceptPlayerInput()

Extension method on ConvaiConversationAvailability. Returns true when the value is Ready or Answering — the only two states that accept a message. Gate chat fields and microphone buttons on this, not on IsConnected.

ConversationTargeting

ConversationTargetingOptions. Tuning for automatic conversation targeting (mode, range, look angle, switch margin, switch delay). Never null.

SetCharactersToConnect(IEnumerable<ConvaiCharacter> characters)

Selects the exact set of owned characters included in the next room connection, replacing any previous selection. Passing an empty collection intentionally leaves the next connection without a valid character roster. Changes apply to the next connection, not the current one.

CharactersToConnect

IReadOnlyList<ConvaiCharacter>. The explicit room selection set by SetCharactersToConnect, or empty while every active character is included. The selection is an exact set rather than a list to append to — read this before calling SetCharactersToConnect if you mean "and also this one."

UseAllCharactersForConnection()

Restores the default behavior where every owned, active scene character is included in the next room connection.

SetExplicitPlayer(ConvaiPlayer player)

Assigns a specific ConvaiPlayer instance as the managed player

SetExplicitCharacters(IEnumerable<ConvaiCharacter> characters)

Replaces the managed character list with the provided set

RefreshReferences()

Rescans the scene for ConvaiCharacter and ConvaiPlayer instances to rebuild the managed set

Characters spawned at runtime

A character instantiated after the scene loads is not usable the instant Instantiate returns. The manager has to take ownership of it and inject its services first, and that happens on a later frame. ConvaiCharacter.IsInjected reports when that has finished, and the character's conversation and audio calls are inert until it does.

After spawning a character, call RefreshReferences() — or SetExplicitCharacters if the manager is not scanning the scene automatically — then wait for IsInjected before talking to it.

The SDK ships this pattern as RuntimeCharacterSpawner in the shared samples.


Service accessor pattern

For advanced scenarios that require direct access to internal services, ConvaiManager exposes 12 typed TryGet* accessors. Each returns true and sets the out parameter on success, or returns false if the service is unavailable.

Prefer the Events, Audio, and Transcripts facade properties for common tasks. The TryGet* accessors are intended for advanced integrations and custom tooling.

Method
Service Type
Common Use Case

TryGetEventHub(out IEventHub)

IEventHub

Raw event bus access via ConvaiEvents.Raw; advanced subscriptions

TryGetRoomConnectionService(out IConvaiRoomConnectionService)

IConvaiRoomConnectionService

Low-level connection lifecycle control, including multi-character session operations

TryGetRoomAudioService(out IConvaiRoomAudioService)

IConvaiRoomAudioService

Direct audio service access (bypasses ConvaiAudio facade)

TryGetAgentRegistry(out IAgentRegistry)

IAgentRegistry

Query registered characters and players

TryGetSettingsPanelController(out IConvaiSettingsPanelController)

IConvaiSettingsPanelController

Programmatically open/close the settings panel

TryGetRuntimeSettingsService(out IConvaiRuntimeSettingsService)

IConvaiRuntimeSettingsService

Read and write runtime settings (audio volume, mic device, etc.)

TryGetMicrophoneDeviceService(out IMicrophoneDeviceService)

IMicrophoneDeviceService

Enumerate available microphone devices; build device picker UI

TryGetPermissionService(out IConvaiPermissionService)

IConvaiPermissionService

Request platform microphone permissions (Android, iOS)

TryGetNotificationService(out IConvaiNotificationService)

IConvaiNotificationService

Trigger SDK notifications from your own scripts

TryGetPlayerInputService(out IPlayerInputService)

IPlayerInputService

Access player input state and text message routing

TryGetVisibleCharacterService(out IVisibleCharacterService)

IVisibleCharacterService

Maintain the set of character IDs your own visibility logic has added via AddCharacter/RemoveCharacter; used by transcript UIs for filtering and fading

TryGetTransportProvider(out ITransportProvider)

ITransportProvider

Access the transport layer for diagnostic or custom transport scenarios


SDK version

The ConvaiSDK static class exposes the SDK version for conditional feature checks.


Usage examples

Example 1 — Connect on scene load with cancellation

An industrial safety simulation connects to Convai when the scene loads, tied to the component's lifetime via destroyCancellationToken so the connect operation cancels cleanly if the scene unloads mid-attempt.

Example 2 — Move the conversation on trigger zone entry

A corporate onboarding simulation has multiple AI advisors in a room. When a learner walks into an advisor's zone, the conversation moves to that advisor with TalkTo.

Example 3 — Microphone device picker UI

An interactive experience lets users choose their preferred microphone before a session starts, using IMicrophoneDeviceService to enumerate available devices.


Troubleshooting

Symptom
Likely Cause
Fix

ActiveManager returns null at runtime

ConvaiManager not in scene, or accessed before bootstrap completes

Add via GameObject > Convai > Setup Required Components; null-check before use; subscribe to OnConnected instead of reading state in Awake or OnEnable

TryGet* returns false

Service unavailable or manager not fully bootstrapped

Check IsBootstrapped before calling; call after OnConnected fires

ConnectAsync stays Running indefinitely

Invalid API key, network unreachable, or ConvaiSettings asset missing

Verify API key in Convai → Settings; use a timeout CancellationToken to surface the failure

RefreshReferences does not find a dynamically spawned character

Characters instantiated after scene load are not auto-discovered

Call RefreshReferences() after instantiation, or use SetExplicitCharacters() to register them directly


Next steps

For audio and microphone scripting, see Audio API. For connection state and error events in C#, see Session Events. For async operation consumption patterns, see Async Patterns.

Last updated

Was this helpful?