Actions
Give AI characters the ability to act on what players say. Covers the complete Action system — architecture, configuration, executors, and runtime control.
What Are Actions?
Convai Actions give your AI characters the ability to do things, not just talk. When a player says "Go to the crate" or "Wave hello," the Convai backend selects the right behavior and target from a menu you define. The SDK then runs that behavior directly in your Unity scene — no scripting required for common use cases.
Actions are the bridge between conversation and gameplay. Instead of writing keyword-detection logic or scripting every possible NPC response, you declare a set of possible behaviors once. The AI handles the rest.
How It Works
When a player speaks to a Convai character, the following happens automatically:
The entire pipeline — from receiving the command to executing the behavior — is handled by the SDK. You only need to define which actions are available and assign the right executor component to each one.
Key Concepts
Action
A named behavior the character can perform (e.g., Move To, Wave, Pick Up)
Target
A scene object or character the action is directed at (e.g., Crate, Guard)
Executor
A MonoBehaviour component that carries out the behavior in your Unity scene
Dispatcher
ConvaiActionDispatcher — receives action commands and calls the right executor
Batch
A list of actions returned in one backend response (e.g., walk to shelf, then pick up helmet)
Definition
The Inspector entry that maps an action name to an executor and a target requirement
Grounding
The process by which the backend resolves vague references ("it", "that") to specific scene objects using descriptions and the current attention object
What Goes Where
Two components work together on your NPC's GameObject:
ConvaiActionConfigSource
Where you define available actions, objects, and characters
ConvaiActionDispatcher
Receives commands from the backend and runs the matching executor
Both components must live on the same GameObject as ConvaiCharacter.
In This Section
Quick Start
Get your first action working in minutes with a step-by-step walkthrough.
Configuring Actions
Define actions, register targets, and fine-tune behavior from the Inspector.
Action Executors
Explore every executor that ships with the SDK and learn when to use each one.
Dispatcher & Batch Policies
Control how the dispatcher sequences and handles action batches at runtime.
Writing Custom Executors
Build your own executor in C# to create any game behavior you need.
Attention & Reference Grounding
Understand how object descriptions and attention objects help the AI resolve vague player references.
Debugging & Troubleshooting
Diagnose issues with the built-in debug probe and a step-by-step checklist.
Conclusion
Convai Actions connect natural conversation to in-game behavior. You define what the character can do — the AI decides when and why to do it. The pages in this section walk you through everything from your first working action to writing fully custom executors in C#.
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