Installation method
UPM
Issue area
Character Setup
Impact
Blocker - I cannot continue
Unity version
Unity 6.3 LTS (6000.3.19f1)
Convai Unity SDK version
4.3.0
Target platform
Unity Editor
Where does it happen?
Both sample and custom scene
Short summary
I have two ConvaiCharacter objects in one Unity scene. The docs say multiple characters are supported, and one character works correctly.
What happened?
What happens
EmmaNew is injected, connects, and becomes ready.
Marcus stays IsInjected = false.
ConvaiManager.RefreshReferences() only finds one character at runtime.
SetExplicitCharacters() marks Marcus as owned, but it still does not inject.
Calling StartConversationAsync() on Marcus fails with:
Cannot start: dependencies not injected. Ensure ConvaiManager is in the scene and has run before calling StartConversationAsync().
What I already checked
Character IDs are correct
Both characters are active in the scene
Both have the required components
Only one ConvaiManager exists
Both characters are present before Play Mode
EmmaNew works normally
Marcus fails only when both characters are in the scene
What did you expect?
Both characters should be discovered, injected, connected, and ready.
Steps to reproduce
Keep t different Convai character with different id. play conv ai manager only recognize one character
Unity Console errors or build logs
[ConvaiBootstrap] Start() entered.
UnityEngine.Debug:Log (object)
ConvaiMultiCharacterBootstrap/d__3:MoveNext () (at Assets/Samples/Convai SDK for Unity/4.3.0/TwoCharacterConvaiTest.cs:15)
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start<ConvaiMultiCharacterBootstrap/d__3> (ConvaiMultiCharacterBootstrap/d__3&)
ConvaiMultiCharacterBootstrap:Start ()
[ConvaiBootstrap] ConvaiManager found.
UnityEngine.Debug:Log (object)
ConvaiMultiCharacterBootstrap/d__3:MoveNext () (at Assets/Samples/Convai SDK for Unity/4.3.0/TwoCharacterConvaiTest.cs:24)
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start<ConvaiMultiCharacterBootstrap/d__3> (ConvaiMultiCharacterBootstrap/d__3&)
ConvaiMultiCharacterBootstrap:Start ()
[ConvaiBootstrap] After RefreshReferences | managerCharacters=1
UnityEngine.Debug:Log (object)
ConvaiMultiCharacterBootstrap/d__3:MoveNext () (at Assets/Samples/Convai SDK for Unity/4.3.0/TwoCharacterConvaiTest.cs:29)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
[ConvaiBootstrap] A-Before | name=EmmaNew, injected=True, connected=False, ready=False, state=Disconnected
UnityEngine.Debug:Log (object)
ConvaiMultiCharacterBootstrap:LogCharacterState (string,Convai.Runtime.Components.ConvaiCharacter) (at Assets/Samples/Convai SDK for Unity/4.3.0/TwoCharacterConvaiTest.cs:65)
ConvaiMultiCharacterBootstrap/d__3:MoveNext () (at Assets/Samples/Convai SDK for Unity/4.3.0/TwoCharacterConvaiTest.cs:31)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
[ConvaiBootstrap] B-Before | name=Marcus, injected=False, connected=False, ready=False, state=Disconnected
UnityEngine.Debug:Log (object)
ConvaiMultiCharacterBootstrap:LogCharacterState (string,Convai.Runtime.Components.ConvaiCharacter) (at Assets/Samples/Convai SDK for Unity/4.3.0/TwoCharacterConvaiTest.cs:65)
ConvaiMultiCharacterBootstrap/d__3:MoveNext () (at Assets/Samples/Convai SDK for Unity/4.3.0/TwoCharacterConvaiTest.cs:32)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
[ConvaiBootstrap] A: Start success=True
UnityEngine.Debug:Log (object)
ConvaiMultiCharacterBootstrap/d__4:MoveNext () (at Assets/Samples/Convai SDK for Unity/4.3.0/TwoCharacterConvaiTest.cs:51)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<Convai.Runtime.Core.Coordinators.Unit>:SetResult (Convai.Runtime.Core.Coordinators.Unit)
Convai.Runtime.Components.ConvaiCharacter/d__11:MoveNext () (a
Screenshots, recording, logs, or minimal repro
I checked the relevant documentation, resources, and similar forum posts before posting.
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I confirm that I did not include API keys, tokens, passwords, secrets, private character data, private conversation logs, or customer data.
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