Hi team! I’m currently working on a VR project using the Convai Unity SDK, and I’m trying to set up an AI NPC that moves to specific locations after completing certain dialogue sections. I followed the tutorial “AI-powered Onboarding Character for Digital Twin Environments” and used the Tour.MoveTo() method with triggers correctly set in the Inspector.
However, while the logs show that the NPC starts the section (see screenshots), and the narrative design flow is correctly mapped in the Convai web interface, the NPC doesn’t actually move to the target location. Instead, the console shows:
[Debug][Actions]: MoveTo target is null or inactive.
Here’s what I’ve done:
The NPC has a NavMeshAgent and a Tour script (TourGuide - move to foundtion script) attached.
Each “go to building” node in the Convai narrative graph corresponds to a Section ID with matching triggers
In Unity, I’ve added Tour.MoveTo() under “On Section Start,” and assigned the correct target GameObject with a Trigger script.
The sections “do” start as expected (confirmed via debug logs).
The GameObject I want the NPC to move to is active in the scene.
the attach are the screen shot for narrative design, unity setup and unity console.
but I already add ConvaiActionsHandler on NPC. What is that mean “create a game object that handles actions”. Should I embed the script to a new game object?
I baked the path and added a new moveTo object, but the NPC remained stagnant. The NPC was marching in place. He made the gesture of walking but didn’t move.