Convai

Start with a character idea, then bring a talking NPC into your game.

Evidence statusPublic-evidence reviewMedium confidenceLast checked Aug 31, 2026By MakeGameWithAI

PRODUCT OVERVIEW

What Convai is—and how it works.

Convai is an online character-creation and runtime service. Write a character's identity, background and speaking style, choose its language and voice, then talk to it in the browser. It generates responses to player input rather than simply helping you write a fixed script.

Unity and Unreal SDKs connect that character to a game, including input, speech and configured actions. You still supply the scene, avatar assets, rules and permitted behavior. A character can respond to game-provided state or request an action; it does not automatically know every quest, inventory item or save value.

This gives beginners a practical first step without building the speech and language stack themselves. Start with one guide, tavern character or quest helper, learn through conversations and play, then add the game logic you need. Coding and engine judgment improve control as the project grows; they are not qualifications for beginning in the Playground.

HOW YOU USE IT

Start with an account and a browser character. For game integration, install the matching SDK and use a small sample scene. Unity 4.5.0 requires Unity 6000.0.80f1 or newer; Unreal 4.0.0-beta.27 remains beta. AI-assisted configuration can help, but follow the current documentation rather than an older tutorial.

Create a character and start talking

Choose a backstory, style, language and voice in the browser, then refine the result through text or voice conversations. Unlisted visibility is not the same as Private.

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Give it knowledge, context and memory

Knowledge files describe the world; dynamic context carries game state and events; paid long-term memory links sessions to stable player and character IDs. These are different from an authoritative save system.

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Connect dialogue to bounded actions

Configure look, gesture, walk or follow behavior and guide narrative goals. Walking needs navigation setup, and quest changes still need game rules. Some controls currently point to Legacy Playground.

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Use an engine route or a hosted experience

Use the SDK in your own game, or explore Convai's hosted Avatar Studio/Sim route. They share some service concepts but cloud-rendered minutes and cloud-experience concurrency are separate limits.

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REVIEW SCOPE

A first talking NPC, a small game prototype and understandable ongoing costs. Public cases show useful routes, not current-version guarantees for Chinese dialogue, latency, concurrency, narrative accuracy or a complete commercial game.

Beginner friendlinessBeginner friendly
Configure and talk to a character in the web playground without coding first; learn components, scenes and actions when moving into an engine.
Agent integrationEasy to integrate
The official character interaction API sends text and returns streamed replies; the verified beta route requires Professional or above.
Scope, integration requirements and sourcesChecked

Beginner scope: Create and test a first web character, not immediately ship a networked NPC game.

Agent scope: Send a conversation turn to a configured character and receive text responses.

Confidence: learning Medium · Agent Medium

Access
Configure X-API-Key, character_id and an eligible plan; retain the session ID for continuity.
Billing
Budget against plan interaction allowances; a free playground does not establish free access to this API.
Getting results
Send text to the interaction endpoint and receive character replies over SSE.
Limitations
This assessment covers text interaction; voice, action execution, backend keys and full engine integration need their own interfaces.

These are independent editorial judgments, not an overall score or a claim of hands-on agent integration testing.

KEY FINDINGS

What the evidence supports—and what it does not.

01
Editorial inferenceMedium confidence

You can begin before you can build the whole stack

The browser workflow lets you create and talk to a character before learning engine integration. SDK samples, configured actions and AI-assisted setup provide further entry points. The evidence supports trying a first interaction, not a promise that every beginner can ship without learning or help.

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02
User reportsMedium confidence

Working projects and resolved problems both matter

A Unity/Quest creator reports a usable project with improved reliability. TUMSphere built a campus VR guide, while an iOS developer eventually resolved custom-build connection issues. These are different projects and conditions; the campus study used a PC-linked headset, not standalone Quest hardware.

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03
Official factHigh confidence

One concurrent session does not mean one NPC

The limit applies to actively connected sessions sharing the deployed API key, not how many character definitions exist. Different players or characters can draw from the same pool. Creating extra NPCs does not create extra concurrency, and a second-character setup problem is not proof of a one-NPC product limit.

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04
Editorial inferenceMedium confidence

There is no defensible universal latency number

One older Unreal report describes variable waits and a short outage that later recovered; a different Unity/Quest project in the same discussion reports improvement with a modified audio setup. The study uses another measurement definition. Version, voice, model, context and network differ, so these reports are not a common benchmark.

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05
Editorial inferenceMedium confidence

Knowledge and narrative controls are not game-state authority

Knowledge, memory and narrative goals help give a character context, but the campus study still reports invented information. Treat generated actions as requests that the game validates. Inventory, rewards, payments and saved progress should not change merely because an NPC says they should.

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EDITORIAL VERDICT

Our take

Medium confidence

Convai is worth considering when you want a character that responds to players before you know how to build an entire voice-and-language system. Its browser entry point and engine components make that idea approachable, and public projects show that it can go beyond a standalone chat window. Begin with one character and one useful interaction. Let game code control consequential actions, and budget for real players and simultaneous sessions before widening access.

Conclusion scopeOwner-approved, medium-confidence public-evidence review. Seven independent cases across five platforms support bounded workflow conclusions, not a success rate, current latency promise or fixed cost per accepted conversation.

BETTER FIT

Worth auditioning when

  • Creators, including beginners, who want to start with a character description and refine it by talking and playing.
  • Small narrative prototypes, guides, quest hints and VR interactions with a clear character role.
  • Projects that can keep action permissions and quest state under game logic while allowing flexible dialogue.
  • A limited audience whose monthly player count, active sessions and service budget can be planned.

POORER FIT

Do not depend on it yet when

  • Requiring a completely offline NPC or no ongoing service dependency for the reviewed workflow.
  • Needing every line and story branch to be deterministic without a scripted fallback.
  • Expecting one prompt to deliver a complete game, secure networking and maintenance automatically.
  • Opening unlimited public access before checking player, concurrency, data and spending conditions.

WORKFLOW FIT

Where it fits in a production workflow.

01

Shape one character through conversation

Give a guide or quest helper a short role and a few facts it should know. Try ordinary questions and questions outside that role; use the answers to refine the character before building a larger scene.

GuardrailBegin with non-sensitive material and verify visibility. File knowledge and long-term memory are not included in Free.
02

Add one visible action to a small scene

Use the matching SDK sample, connect one NPC and configure a gaze or gesture. Add walking, game events and narrative conditions only when the first loop is understandable and useful.

GuardrailA walking action needs navigation setup. Keep permissions and important state changes in game logic.
03

Open a bounded playtest, then estimate a launch

Choose a small audience and track distinct players, visits, active connections and voice/model use. Evaluate the target build, not only the editor, and use the measured workload to revise the budget.

GuardrailCap access and provide a fallback for unavailable dialogue. These are suggested checks, not tests completed by this site.

RECOMMENDED WORKFLOW

Use this tool inside a complete production workflow.

Start from a testable brief, then move through prototyping, assets, audio, testing, and release with an explicit handoff and human check at every step.

Open the complete method

SHORTEST RESPONSIBLE PATH

Start with one character, one action and a small audience

This is a low-risk starting workflow synthesized from the evidence.

  1. 01

    Create a non-sensitive Playground character, start with text, then try voice. Prepare a small set of questions including ones it should decline or admit it cannot answer.

  2. 02

    Install the SDK for your engine version in a disposable project copy. Connect the sample character before adding custom scene components.

  3. 03

    Add a look or gesture action and one game-state input. Validate quest completion and rewards in game logic, with a scripted fallback.

  4. 04

    Build for the intended device and invite a limited group sequentially. Record actual quota changes and active sessions before proposing a larger player budget.

  5. 05

    Before public access, check short-lived credentials, player notices, visibility, attribution and account caps. Do not turn a successful editor conversation into a performance guarantee.

PRICING & RIGHTS

Budget for conversations, players and active sessions

Pricing and terms last checked: Aug 31, 2026

  • Monthly USD prices and interaction quotas: Free $0 / 100; Indie Dev $29 / 3,000; Professional $99 / 10,000; Scale $499 / 50,000; Business $1,199 / 125,000. Prices exclude tax.
  • In the same plan order, monthly active end users are 1 / 75 / 250 / 1,250 / 2,500, and character-session concurrency is 1 / 1 / 3 / 15 / 30. MAU counts different people in the billing cycle; concurrency counts active connections, not NPC definitions.
  • Annual upfront totals are $264 / $828 / $3,588 / $5,988 for Indie through Business, equivalent to $22 / $69 / $299 / $499 per month. Those are annual commitments, not monthly purchase prices. Quotas are monthly; unused interactions do not roll over.
  • Indie includes 1,500 flagship-model interactions and 500 HQ third-party-voice interactions within its 3,000 total, not on top. Free has no file knowledge bank, long-term memory or included HQ-voice quota. Exhausting a subcap can restrict the selected model or voice while total interactions remain.
  • Connecting your own ElevenLabs key changes which voice quota applies, but Convai's integration guide requires ElevenLabs Pro or above for compatibility. External voice costs remain separate; a key is not a free quota expansion.
  • Avatar Studio/Sim cloud-rendered minutes are 60 / 600 / 2,400 / 10,200 / 21,000 per month, with cloud-experience concurrency of 1 / 1 / 1 / 5 / 10. Creation activity also uses these minutes. This is not a per-minute charge for rendering in your own Unity or Unreal game.
  • The public v1.4 table gives Scale 1,250 MAU, while an older FAQ example says 200. The calculations use the table and flag the conflict; confirm the applicable limits before buying.
  • Character Crafting API controls character configuration, not ordinary NPC conversations. Its absence on Indie does not mean Indie cannot connect to an engine. Hosted Experience embedding has separate domain restrictions.
COST TO OUTPUT

What the monthly fee can support

Illustrative monthly USD allocation, not observed billing: assume one ten-minute visit and two generated replies per minute, so 20 interactions per visit. Except the cloud example, use your own engine renderer with regular models/voices. Exclude retries, other use, tax, external services and labor. An interaction is an input plus generated response, not a minute or an accepted gameplay task.

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The actual Indie subscription$29 / month

3,000 interactions, 75 MAU and one active character session. $29 ÷ 3,000 ≈ $0.0096667 per interaction as nominal allocation. You still pay the full $29; you cannot purchase only the fraction you use.

One ten-minute conversation20 interactions → $0.19 nominal

20 × $29 ÷ 3,000 ≈ $0.19. The total quota suggests 150 visits, not 150 different players: MAU is 75 and sessions run one at a time. All-flagship use covers at most 75 visits; included HQ voices cover 25, before other usage.

Iterate a prototype, then invite ten people300 interactions → $2.90 nominal

Assume 100 preparation interactions + 10 × 20 for sequential visitors. The actual monthly payment is still $29. Quota alone fits 10 such workflows, but one creator plus new groups of ten people fits only 7 complete groups within 75 MAU. The 100-interaction preparation budget is an assumption.

100 different players, up to three active sessions$99 / month — Professional

100 × 10 × 2 = 2,000 interactions. Indie has enough interactions but not enough MAU. Professional is the lowest published monthly plan meeting these conditions: $19.80 nominal allocation, but $99 cash paid, or $0.99 per person if these are the only 100 users.

The same 100 players, with five active sessions$499 / month — Scale

The workload remains 2,000 interactions, but Professional permits only three active character sessions. Scale meets the stated cap: $19.96 nominal interaction allocation versus $499 paid, or $4.99 per person. This is plan matching, not a latency or throughput guarantee.

Hosted cloud experiences have another limit1,000 cloud minutes + 2,000 interactions

For the same 100 ten-minute visits, Professional's 2,400 cloud minutes cover visits alone; editing adds usage. Its cloud-experience concurrency is only one, not three. Three simultaneous cloud experiences require a plan such as Scale under the same assumptions.

Theory is not accepted output. At one, two or four replies per minute, the ten-minute Indie allocation is about $0.09667 / $0.19333 / $0.38667, while its MAU cap still applies. None of the listed monthly plans covers 100 active character sessions at once; confirm a custom arrangement rather than extrapolating a per-interaction price. Actual accepted-conversation cost must include real subscription spend, external services, hosting, iteration and operations, divided by conversations that meet your criteria; that result is unknown.

Commercial-use condition

The terms leave ownership of customer and generated content with the customer, but input rights, third-party voices/avatars and content restrictions still apply. Making the service available to others requires attribution unless a written or white-label agreement waives it; the table lists custom branding on yearly Scale/Business. Creator data-use terms and Enterprise agreements differ. Approval of this review does not certify every game, asset or data practice as permitted.

Unused interactions do not roll over, and payments are generally non-refundable under the terms. No universal free-retry, failed-request refund, interrupted-response metering or automatic overage price was established. Confirm checkout, applicable caps and upgrade terms; spending more does not by itself establish faster responses.

PRODUCTION RISKS

Resolve these before production use.

Engine support is specific to the release and target

Unity 4.5.0 starts at Unity 6000.0.80f1. The Unreal beta.27 matrix lists UE 5.0–5.8, with Win64/Android targets; its editor window needs 5.2+ and MCP tools need 5.8. Unity WebGL uses browser audio without Unity spatial audio, has documented lip-sync limitations, and needs microphone permissions. Older tutorials or issue reports do not establish current compatibility.

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Player data and client keys need deliberate handling

Creator terms allow customer and generated content to be stored and used to improve services unless agreed otherwise in writing; customer content includes player speech, text and scene information. Unlisted is not private, and Business is not automatically an Enterprise contract. For Unity, use the documented backend/short-lived-token path rather than shipping an obfuscated account key; handle player notices and consent.

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Memory and guardrails do not eliminate narrative mistakes

Stable identity helps memory connect sessions, and game-supplied context helps the character track events. Neither makes generated statements authoritative. Custom guardrails API is paid, and the case study still reports invented information despite a knowledge base. Verify actions and keep fallback dialogue for important paths.

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A playable prototype still needs a service plan

Limits, outages, SDK changes and external voices can affect access. The 2024 Convai Connect announcement describes a player-account partnership route, not a verified default way to make developer costs disappear. Its current availability and terms remain unknown. Limit exposure and keep the game understandable when its character cannot respond.

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NOT VERIFIED

Claims this page does not make

RESEARCH METHOD

Research-reviewed from public evidence

Seven independent cases across five platforms: Convai Forum, Epic Developer Community, GitHub, Reddit and an original Frontiers project study. The three evidence types are community reports, a technical issue and an academic project. Convai Forum contributes 3/7 (42.9%) and Reddit 1/7 (14.3%). Two authors describe different projects in the same forum thread; they count as separate cases, not separate platforms. The study counts once, not once per participant. Four records have explicit dates within the preferred year, one shows only '3mo ago', and two are historical. Searches also covered GameDev.net, Unity Discussions, note.com, Zenn and G2; weak, incomplete and derivative material was excluded. Staff source S01 is grouped with official material. We retained positive counterexamples and resolved outcomes, did not average stars or incompatible latency figures, and separated official facts, user reports and budget assumptions. Current exact-version evidence remains limited; workflow advice is editorial synthesis.

Research windowPrimarily August 31, 2025–August 31, 2026. Earlier engine reports are historical; publication dates do not establish the SDK or time of use.
OFFICIAL SOURCES24
  1. O02
    Official
    Convai pricing

    Current subscription entry point; the public table and FAQ are recorded separately below.

    Checked Aug 31, 2026
  2. O02a
    Official
    Public pricing table — v1.4

    Public pricing-page data, not a checkout: USD prices, monthly quotas, MAU, two concurrency limits and feature subcaps.

    Checked Aug 31, 2026
  3. O02b
    Official
    Convai billing FAQ

    Interaction and active-session definitions, no interaction rollover and flagship/HQ-voice limits; the Scale MAU example conflicts with the table.

    Checked Aug 31, 2026
  4. O03
    Official
    Creating a New Character

    Browser character setup and visibility; some actions/narrative controls still point to Legacy Playground. Unlisted is not Private.

    Checked Aug 31, 2026
  5. O04
    Official
    Testing a Character

    Documented text, voice and debugging entry points. Reading this guide is not a first-party product test.

    Checked Aug 31, 2026
  6. O05
    Official
    Install the Convai Unity SDK

    Package Manager and Asset Store routes, dependencies and configuration prerequisites.

    Checked Aug 31, 2026
  7. O06
    Official
    Convai Unity SDK release notes

    4.5.0 dated August 14, 2026, with Unity 6000.0.80f1 minimum and migration changes. Older 3.x reports are not tests of this release.

    Checked Aug 31, 2026
  8. O08
    Official
    Unity platform support matrix

    Platform-specific paths and WebGL audio/microphone limits; documented support is not a compatibility test by this site.

    Checked Aug 31, 2026
  9. O09
    Official
    Character actions quick start

    Configured look, gesture, walk and follow actions; locomotion needs targets and navigation setup.

    Checked Aug 31, 2026
  10. O10
    Official
    How long-term memory works

    Paid cross-session memory depends on stable user and character identity; it is not a complete save system.

    Checked Aug 31, 2026
  11. O11
    Official
    How dynamic context works

    Game-provided state and events inform the character. A context acknowledgement is not proof of a gameplay action completing.

    Checked Aug 31, 2026
  12. O12
    Official
    Convai Unreal plugin release notes

    4.0.0-beta.27 dated August 11, 2026; beta and Blueprint changes remain material to upgrades.

    Checked Aug 31, 2026
  13. O13
    Official
    Supported Unreal Engine versions

    UE 5.0–5.8 runtime table; editor window requires 5.2+, while MCP editor tools require 5.8.

    Checked Aug 31, 2026
  14. O14
    Official
    Unreal platform support matrix

    Win64 and Android are supported targets in this release; macOS, Linux and iOS are not in its supported set.

    Checked Aug 31, 2026
  15. O15
    Official
    Narrative Design

    Goals, sections, decision points and game-triggered events; not a guarantee of perfect story compliance.

    Checked Aug 31, 2026
  16. O16
    Official
    Guardrails

    Custom guardrails API is labeled paid; configuration does not establish zero hallucinations or universal safety.

    Checked Aug 31, 2026
  17. O17
    Official
    Ship a secure Unity build

    Developer-backend and short-lived AuthToken route; obfuscating a shipped account key is not secrecy.

    Checked Aug 31, 2026
  18. O18
    Official
    AI coding assistant quick start

    SDK-aware configuration tools can assist scene setup; this is not evidence of a beginner success rate.

    Checked Aug 31, 2026
  19. O19
    Official
    Convai Terms of Service

    Updated September 1, 2025: ownership, attribution, Creator data use, Enterprise agreements and payment conditions.

    Checked Aug 31, 2026
  20. O20
    Official
    Convai Privacy Policy

    Page dated February 21, 2023; data categories, service providers and US processing. No blanket runtime-data deletion guarantee.

    Checked Aug 31, 2026
  21. O21
    Official
    ElevenLabs API integration

    All Convai tiers may connect a key, but the current guide requires ElevenLabs Pro or above for 44.1 kHz compatibility.

    Checked Aug 31, 2026
  22. O22
    Official
    Convai Connect announcement

    March 18, 2024 announcement of a player-account partnership route. Current availability, SDK support and revenue terms were not established.

    Checked Aug 31, 2026
  23. O23
    Official
    Convai Unity SDK getting started

    Character, player, room, input and sample-scene setup; a supported route rather than an audited game build.

    Checked Aug 31, 2026
  24. S01
    Official
    UI customization and Convai branding — staff clarification

    April 2026 staff guidance about interface changes and retaining the logo; treated as vendor evidence, not an independent user vote.

    Checked Aug 31, 2026
INDEPENDENT EVIDENCE RECORDS7
  1. U01
    Community case
    Ham1ton — latency troubleshooting across characters

    March–April 2026, Unreal 3.6.8-beta.3, Business/Free comparisons. Reports variable waits and an outage that recovered that day; not a current-version benchmark.

    Checked Aug 31, 2026
  2. U02
    Community case
    Tyke — Unity/Quest project counterexample

    A separate project in U01's thread reports improved reliability with a modified audio component and specific voice/model. SDK version and commercial ties are unstated.

    Checked Aug 31, 2026
  3. U03
    Community case
    iOS connection and Cloud Build — resolved follow-up

    Unity 4.0 to 4.1.0: samples worked but a custom TestFlight build failed. The author reports resolution on page 2 after preservation/audio-session changes; one case, not several votes.

    Checked Aug 31, 2026
  4. U04
    Academic case
    Next-Gen orientation: supporting international students with generative AI NPCs in VR

    TUMSphere's 24-participant campus guide used UE5, Convai and a Quest 3 linked to a high-end PC. One project, not 24 independent records; SDK/date of collection are unclear and hallucinations remain a limitation.

    Checked Aug 31, 2026
  5. U05
    Community case
    MetaHuman VR gaze conditions — Epic developer discussion

    January 2025 historical report about location, gaze and button-dependent behavior; no confirmed resolution or exact SDK. Not proof of a current gaze defect.

    Checked Aug 31, 2026
  6. U06
    Technical repository
    Quest 3 audio-capture crash — Unreal SDK issue #28

    March 2025, UE 5.5.4 and Quest 3 in the legacy repository. The team reports a workaround; an open issue is not proof that beta.27 still fails.

    Checked Aug 31, 2026
  7. U07
    Community case
    Adding a second NPC — Unity3D discussion

    One character worked; adding another raised configuration problems and an AI-suggested setting could not be found. Exact date/SDK/plan and resolution are unknown; page showed '3mo ago' when checked.

    Checked Aug 31, 2026

DISCLOSURE

How this research was supported

Owner Review passed on August 31, 2026, accepting this bounded public-evidence review. This work introduced no sponsorship, affiliate arrangement or vendor-provided credits, and involved no paid generations or engine tests. The owner's previous use and commercial relationships remain unstated; approval does not resolve the listed pricing conflict or unknown runtime performance.

Research review and Owner Review are complete.

This public research review will be revisited when pricing, terms, product versions, or material new evidence changes.