I’m using Convai Unity SDK v4.1.0 (from Asset Store, April 2026) in Unity 6 (6000.4.2f1) with URP, targeting Meta Quest 2 standalone (Android ARM64).
The SDK works perfectly in the Unity Editor — character connects, responds in real-time, lip sync works with CC4 Extended profile (294 blendshapes). Everything is configured: API Key, Character ID, Hands Free mode, Echo Cancellation enabled.
Problem on Quest standalone build: The character is visible but does not respond.
Questions:
Does Convai SDK v4.1.0 support Meta Quest 2 standalone (Android ARM64)?
Are the native LiveKit Android libraries available separately?
Was v3.x working on Quest standalone with a different transport?
Thank you for the FFI Libraries fix — Convai now works perfectly on Meta Quest 2 standalone!
I’m building a VR therapy application where an AI therapist (Convai character) guides a patient through cognitive rehabilitation exercises. I need the character to react automatically to game events — not just respond to player voice input.
What I want to achieve:
When the session starts → character greets the patient by name
When a new level starts → character explains what to do
When patient places wrong shape → character gives a hint
When patient stands up (posture alarm) → character tells them to sit down
When round completes → character congratulates the patient
What I tried: I found that ConvaiManager.ActiveManager.TryGetPlayerInputService() and then playerInput.Player.SendTextMessage(text) seems to work, but it sends the message as if the player said it, which appears in the transcript.
My questions:
Is SendTextMessage() on ConvaiPlayer the correct way to trigger character responses programmatically?
Is there a Unity equivalent of the Unreal InvokeSpeech() / AddContextEvent() from Dynamic Context — where the character speaks proactively without a player message?
How should I use initialDynamicInfoText on ConvaiCharacter for injecting patient data at session start?