Multiple questions about improvements for the new Unity SDK
What happened?
Hey guys I have few questions please about the latest release 4.3.0 it will help me a lot to figure out if I can start the migration process.
did the latest update introduced a solution for multiple NPC’s in one scene? an example is NPC’s that stand in line to enter a specific place and the user will talk to one NPC at a time.
did you solve the problem with head rotation?
When I checked the previous version 4.1.0 the first connection between the user and the NPC took around 3.5 -4.5 seconds is it solved now? also the connection is happening every time I start communicating with a new NPC?
Thank you in advance!
I checked the relevant documentation, resources, and similar forum posts before posting.
on
I confirm that I did not include API keys, tokens, passwords, secrets, private character data, private conversation logs, or customer data.
Multiple character support in a single scene is not available in Convai Unity SDK 4.3.0 yet. It is planned for a future version, but we currently have some higher-priority features being worked on first.
Could you clarify what issue you are referring to regarding head rotation? We are not aware of a general head rotation issue at the moment.
Regarding the connection time, the connection will still be initialized when the scene starts, and this can take a few seconds. This is expected behavior.
I will ask my developer to share more information about the head rotation problem in the morning in the meantime, can you please explain to me if the connection time is when the start starts or once we make the first interaction with the NPC? And is it expected to be faste in future updates?
And is there a walk round to make Multiple NPC’s work in one scene like if we disable the convey interaction with specific NPC and make it available as the progress in line?
You can try the latest update, as the connection flow is already quite fast in the current version.
Regarding multiple NPCs, unfortunately we cannot provide support for extra custom workarounds or custom implementation logic, as this can quickly lead to unexpected issues and ongoing edge cases.
At the moment, multiple NPC conversations in a single scene are not supported on the backend side.