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UNITY AI SCRIPT
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UNITY AI SCRIPT
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Convai.Scripts.Utils;
using Grpc.Core;
using Service;
using TMPro;
using UnityEngine;
using Logger = Convai.Scripts.Utils.Logger;
#if UNITY_ANDROID
using UnityEngine.Android;
#endif
// This script uses gRPC for streaming and is a work in progress
// Edit this script directly to customize your intelligent NPC character
namespace Convai.Scripts
{
[RequireComponent(typeof(Animator), typeof(AudioSource))]
[AddComponentMenu("Convai/ConvaiNPC")]
[HelpURL(
"https://docs.convai.com/api-docs/plugins-and-integrations/unity-plugin/overview-of-the-convainpc.cs-script")]
public class ConvaiNPC : MonoBehaviour
{
private const int AUDIO_SAMPLE_RATE = 44100;
private const string GRPC_API_ENDPOINT = "stream.convai.com";
private const int RECORDING_FREQUENCY = AUDIO_SAMPLE_RATE;
private const int RECORDING_LENGTH = 30;
private static readonly int Talk = Animator.StringToHash("Talk");
[Header("Character Information")]
[Tooltip("Enter the character name for this NPC.")]
public string characterName;
[Tooltip("Enter the character ID for this NPC.")]
public string characterID;
[Tooltip("The current session ID for the chat with this NPC.")]
[ReadOnly]
public string sessionID = "-1";
[Tooltip("Is this character active?")]
[ReadOnly]
public bool isCharacterActive;
[HideInInspector] public ConvaiActionsHandler actionsHandler;
[HideInInspector] public ConvaiLipSync convaiLipSync;
[Tooltip("Is this character talking?")]
[SerializeField]
[ReadOnly]
private bool isCharacterTalking;
private readonly List<ResponseAudio> _responseAudios = new();
public readonly Queue<GetResponseResponse> GetResponseResponses = new();
private ActionConfig _actionConfig;
private bool _animationPlaying;
private AudioSource _audioSource;
private Channel _channel;
private Animator _characterAnimator;
private ConvaiService.ConvaiServiceClient _client;
private ConvaiChatUIHandler _convaiChatUIHandler;
private ConvaiCrosshairHandler _convaiCrosshairHandler;
private TMP_InputField _currentInputField;
private FaceModel _faceModel;
private ConvaiGRPCAPI _grpcAPI;
private bool _isActionActive;
private bool _isLipSyncActive;
private bool _stopAudioPlayingLoop = false;
private bool _stopHandlingInput = false;
public bool IsCharacterTalking
{
get => isCharacterTalking;
private set
{
if (isCharacterTalking != value)
{
isCharacterTalking = value;
OnCharacterSpeaking?.Invoke(isCharacterTalking);
}
}
}
// Properties with getters and setters
[field: NonSerialized] public bool IncludeActionsHandler { get; set; }
[field: NonSerialized] public bool LipSync { get; set; }
[field: NonSerialized] public bool HeadEyeTracking { get; set; }
[field: NonSerialized] public bool EyeBlinking { get; set; }
private void Awake()
{
// Find and assign references to various components and handlers using FindObjectOfType
Logger.Info("Initializing ConvaiNPC component for character: " + characterName,
Logger.LogCategory.Character);
// Find and assign the ConvaiChatUIHandler component in the scene
_convaiChatUIHandler = FindObjectOfType<ConvaiChatUIHandler>();
// Find and assign the ConvaiCrosshairHandler component in the scene
_convaiCrosshairHandler = FindObjectOfType<ConvaiCrosshairHandler>();
// Get the AudioSource component attached to the same GameObject
_audioSource = GetComponent<AudioSource>();
// Get the Animator component attached to the same GameObject
_characterAnimator = GetComponent<Animator>();
// Check if a ConvaiActionsHandler component is attached to this GameObject
if (GetComponent<ConvaiActionsHandler>())
{
// If present, set the action handling flag to true
_isActionActive = true;
// Get the ConvaiActionsHandler component and its action configuration
actionsHandler = GetComponent<ConvaiActionsHandler>();
_actionConfig = actionsHandler.ActionConfig;
}
// Check if a ConvaiLipSync component is attached to this GameObject
if (GetComponent<ConvaiLipSync>())
{
// If present, set the lip-sync handling flag to true
_isLipSyncActive = true;
// If present, get the ConvaiLipSync component
convaiLipSync = GetComponent<ConvaiLipSync>();
_faceModel = convaiLipSync.faceModelType;
}
OnCharacterSpeaking += HandleCharacterTalkingAnimation;
Logger.Info("ConvaiNPC component initialized", Logger.LogCategory.Character);
}
private async void Start()
{
// Assign the ConvaiGRPCAPI component in the scene
_grpcAPI = ConvaiGRPCAPI.Instance;
// Start the coroutine that plays audio clips in order
StartCoroutine(PlayAudioInOrder());
InvokeRepeating(nameof(ProcessResponse), 0f, 1 / 100f);
StartCoroutine(WatchForInputSubmission());
// Check if the platform is Android
#if UNITY_ANDROID
// Check if the user has not authorized microphone permission
if (!Permission.HasUserAuthorizedPermission(Permission.Microphone))
// Request microphone permission from the user
Permission.RequestUserPermission(Permission.Microphone);
#endif
// DO NOT EDIT
// gRPC setup configuration
#region GRPC_SETUP
// Create SSL credentials for secure communication
SslCredentials credentials = new();
// Initialize a gRPC channel with the specified endpoint and credentials
_channel = new Channel(GRPC_API_ENDPOINT, credentials);
// Initialize the gRPC client for the ConvaiService using the channel
_client = new ConvaiService.ConvaiServiceClient(_channel);
#endregion
sessionID = await ConvaiGRPCAPI.InitializeSessionIDAsync(characterName, _client, characterID, sessionID);
}
private void Update()
{
// Handle text input focus and submission
if (isCharacterActive)
HandleTextInput();
HandlePlayerInputs();
}
private void OnEnable()
{
_convaiChatUIHandler = ConvaiChatUIHandler.Instance;
if (_convaiChatUIHandler != null) _convaiChatUIHandler.UpdateCharacterList();
}
private void OnDestroy()
{
OnCharacterSpeaking -= HandleCharacterTalkingAnimation;
if (_convaiChatUIHandler != null) _convaiChatUIHandler.UpdateCharacterList();
}
/// <summary>
/// Unity callback that is invoked when the application is quitting.
/// Stops the loop that plays audio in order.
/// </summary>
private void OnApplicationQuit()
{
// Set the flag to stop the loop that plays audio
_stopAudioPlayingLoop = true;
_stopHandlingInput = true;
}
private void OnValidate()
{
_convaiChatUIHandler = ConvaiChatUIHandler.Instance;
if (_convaiChatUIHandler != null) _convaiChatUIHandler.UpdateCharacterList();
}
/// <summary>
/// Handles user text input and submission.
/// </summary>
private void HandleTextInput()
{
if (_currentInputField != null && _currentInputField.isFocused)
{
if (ConvaiInputManager.Instance.WasTextSendKeyPressed())
{
HandleInputSubmission(_currentInputField.text);
_currentInputField.text = "";
_currentInputField.DeactivateInputField();
}
else if (ConvaiInputManager.Instance.WasCursorLockKeyPressed())
{
_currentInputField.text = "";
_currentInputField.DeactivateInputField();
}
// Prevent further input handling when the input field is focused
}
}
/// <summary>
/// Handles basic character-specific actions such as starting and stopping audio recording.
/// </summary>
private void HandlePlayerInputs()
{
// Start recording audio when the T key is pressed
if (ConvaiInputManager.Instance.WasTalkKeyPressed())
{
// Handle character-specific actions if the character is active and the input field is not focused
if (isCharacterActive && (_currentInputField == null || !_currentInputField.isFocused))
{
_grpcAPI.InterruptCharacterSpeech();
UpdateActionConfig();
StartListening();
}
}
// Stop recording audio when the T key is released
else if (ConvaiInputManager.Instance.WasTalkKeyReleased())
{
StopListening();
}
}
/// <summary>
/// Updates the action configuration with the current attention object, ie the object currently being pointed by the
/// crosshair
/// </summary>
public void UpdateActionConfig()
{
if (_actionConfig != null && _convaiCrosshairHandler != null)
_actionConfig.CurrentAttentionObject = _convaiCrosshairHandler.FindPlayerReferenceObject();
}
/// <summary>
/// Handles the character's talking animation based on whether the character is currently talking.
/// </summary>
private void HandleCharacterTalkingAnimation(bool isTalking)
{
if (isTalking)
{
if (!_animationPlaying)
{
_animationPlaying = true;
_characterAnimator.SetBool(Talk, true);
}
}
else if (_animationPlaying)
{
_animationPlaying = false;
_characterAnimator.SetBool(Talk, false);
}
}
/// <summary>
/// Watches for input submission in the scene and updates the current input field.
/// This coroutine runs indefinitely and should be started only once.
/// </summary>
private IEnumerator WatchForInputSubmission()
{
while (!_stopHandlingInput)
{
TMP_InputField inputFieldInScene = FindActiveInputField();
if (inputFieldInScene != null && _currentInputField != inputFieldInScene)
{
if (_currentInputField != null) _currentInputField.onSubmit.RemoveAllListeners();
_currentInputField = inputFieldInScene;
_currentInputField.onSubmit.AddListener(HandleInputSubmission);
}
// Wait until the next frame before checking again
yield return null;
}
// ReSharper disable once IteratorNeverReturns
}
/// <summary>
/// Finds the active input field in the current Transcript UI.
/// </summary>
/// <returns>The active TMP_InputField if found, otherwise null.</returns>
public TMP_InputField FindActiveInputField()
{
// Find all TMP_InputField components in the current Transcript UI.
TMP_InputField[] inputFields = ConvaiChatUIHandler.Instance.GetCurrentUI().GetCanvasGroup().gameObject
.GetComponentsInChildren<TMP_InputField>();
// Return the first active and interactable input field (if any)
return inputFields.FirstOrDefault(inputField =>
inputField.gameObject.activeInHierarchy && inputField.interactable);
// If no active and interactable input field is found, return null
}
private void HandleInputSubmission(string input)
{
Logger.DebugLog("Sending user text to the server...", Logger.LogCategory.Character);
_convaiChatUIHandler.SendPlayerText(input);
// Run SendTextData without awaiting it to avoid blocking the UI thread.
// Capture the context to return to the main thread after the call.
SendTextDataAsync(input);
// Clear the input field text
// ReSharper disable once Unity.PerformanceCriticalCodeNullComparison
if (FindActiveInputField() != null) FindActiveInputField().text = "";
}
/// <summary>
/// Sends text data to the server asynchronously.
/// </summary>
/// <param name="text">The text to send.</param>
private async void SendTextDataAsync(string text)
{
try
{
await ConvaiGRPCAPI.Instance.SendTextData(_client, text, characterID,
_isActionActive, _isLipSyncActive, _actionConfig, _faceModel);
}
catch (Exception ex)
{
Logger.Error(ex, Logger.LogCategory.Character);
// Handle the exception, e.g., show a message to the user.
}
}
/// <summary>
/// Initializes the session in an asynchronous manner and handles the receiving of results from the server.
/// Initiates the audio recording process using the gRPC API.
/// </summary>
public async void StartListening()
{
// Check if the character is active and should start listening
// Start recording audio using the ConvaiGRPCAPI StartRecordAudio method
// Pass necessary parameters such as client, action activity status, recording details, and character information
await _grpcAPI.StartRecordAudio(_client, _isActionActive, _isLipSyncActive, RECORDING_FREQUENCY,
RECORDING_LENGTH,
characterID, _actionConfig, _faceModel);
}
/// <summary>
/// Stops the ongoing audio recording process.
/// </summary>
public void StopListening()
{
// Stop the audio recording process using the ConvaiGRPCAPI StopRecordAudio method
_grpcAPI.StopRecordAudio();
}
/// <summary>
/// Processes a response fetched from a character.
/// </summary>
/// <remarks>
/// 1. Processes audio/text/face data from the response and adds it to _responseAudios.
/// 2. Identifies actions from the response and parses them for execution.
/// </remarks>
private void ProcessResponse()
{
// Check if the character is active and should process the response
if (isCharacterActive)
if (GetResponseResponses.Count > 0)
{
GetResponseResponse getResponseResponse = GetResponseResponses.Dequeue();
if (getResponseResponse?.AudioResponse != null)
{
// Check if text data exists in the response
if (getResponseResponse.AudioResponse.AudioData.ToByteArray().Length > 46)
{
// Initialize empty string for text
string textDataString = getResponseResponse.AudioResponse.TextData;
byte[] byteAudio = getResponseResponse.AudioResponse.AudioData.ToByteArray();
Logger.Info("Clip Size: " + byteAudio.Length, Logger.LogCategory.LipSync);
AudioClip clip = _grpcAPI.ProcessByteAudioDataToAudioClip(byteAudio,
getResponseResponse.AudioResponse.AudioConfig.SampleRateHertz.ToString());
// Add the response audio along with associated data to the list
_responseAudios.Add(new ResponseAudio
{
AudioClip = clip,
AudioTranscript = textDataString,
IsFinal = false
});
}
}
else if (getResponseResponse?.DebugLog != null)
{
_responseAudios.Add(new ResponseAudio
{
AudioClip = null,
AudioTranscript = null,
IsFinal = true
});
}
}
}
public void StopAllAudioPlayback()
{
if (_audioSource != null && _audioSource.isPlaying) _audioSource.Stop(); // Stops the audio if it's playing
}
public void ResetCharacterAnimation()
{
if (_characterAnimator != null)
_characterAnimator.SetBool(Talk, false);
if (convaiLipSync != null && convaiLipSync.faceDataList.Count > 0)
convaiLipSync.faceDataList.RemoveAt(0);
}
public void SetCharacterTalking(bool isTalking)
{
if (IsCharacterTalking != isTalking)
{
Logger.Info($"Character {characterName} is talking: {isTalking}", Logger.LogCategory.Character);
IsCharacterTalking = isTalking;
OnCharacterSpeaking?.Invoke(IsCharacterTalking);
if (convaiLipSync != null)
convaiLipSync.IsCharacterTalking = isTalking;
}
}
public void StopLipSync()
{
if (convaiLipSync != null) convaiLipSync.StopLipSync();
}
public event Action<bool> OnCharacterSpeaking;
/// <summary>
/// Plays audio clips attached to characters in the order of responses.
/// </summary>
/// <returns>
/// A IEnumerator that can facilitate coroutine functionality
/// </returns>
/// <remarks>
/// 1. Starts a loop that plays audio from response, and performs corresponding actions and animations.
/// 2. Loop continues until the application quits.
/// </remarks>
private IEnumerator PlayAudioInOrder()
{
while (!_stopAudioPlayingLoop)
// Check if there are audio clips in the playlist
if (_responseAudios.Count > 0 && isCharacterActive)
{
ResponseAudio currentResponseAudio = _responseAudios[0];
// Set the current audio clip to play
if (!currentResponseAudio.IsFinal)
{
_audioSource.clip = currentResponseAudio.AudioClip;
_audioSource.Play();
SetCharacterTalking(true);
// Assumes _chatUIHandler could be null
if (_convaiChatUIHandler != null)
if (!string.IsNullOrEmpty(currentResponseAudio.AudioTranscript))
_convaiChatUIHandler.SendCharacterText(characterName,
currentResponseAudio.AudioTranscript.Trim());
yield return new WaitForSeconds(currentResponseAudio.AudioClip.length);
_audioSource.Stop();
_audioSource.clip = null;
}
_responseAudios.RemoveAt(0);
}
else
{
yield return new WaitForSeconds(0.1f);
SetCharacterTalking(false);
}
}
private class ResponseAudio
{
public AudioClip AudioClip;
public string AudioTranscript;
public bool IsFinal;
}
}
}