Meta Quest 2 Standalone — LiveKit FFI not initialized on Android ARM64

Hi,

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:

  1. Does Convai SDK v4.1.0 support Meta Quest 2 standalone (Android ARM64)?

  2. Are the native LiveKit Android libraries available separately?

  3. Was v3.x working on Quest standalone with a different transport?

Thank you!

Hello,

Welcome to the Convai Developer Forum!

Could you please Download FFI Libraries for Active Build Target?

Hi,

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:

  1. Is SendTextMessage() on ConvaiPlayer the correct way to trigger character responses programmatically?

  2. Is there a Unity equivalent of the Unreal InvokeSpeech() / AddContextEvent() from Dynamic Context — where the character speaks proactively without a player message?

  3. How should I use initialDynamicInfoText on ConvaiCharacter for injecting patient data at session start?

Thank you!

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