Unity Overview
What the Mistscale Unity SDK gives you and how the pieces fit together.
The Mistscale Unity SDK connects characters in your scene to the NPCs you build in the dashboard. You drop one component on a GameObject, give it an NPC ID, and the character can hold a conversation: text, voice, or both. Memory, mood, relationships, and fact grounding all run on Mistscale's side of the connection, so there is nothing to host and no model to manage.
Text chat
Send a player message with one method call, receive the NPC's reply through one event.
Voice
Push-to-talk conversations with built-in voice detection and automatic reply playback.
Spatial context
Tell the NPC where it is, what time it is, and what the weather is doing. Replies follow.
How it works
Each NPC in your scene holds a single realtime connection to Mistscale, authenticated with your project's API key. When a player speaks or types, the SDK sends the message over that connection; the reply comes back as text (and as audio when voice is enabled for the NPC). Everything stateful, including what the NPC remembers about each player and how its mood shifts over time, happens server-side and persists between sessions automatically.
What you need before starting
- A Mistscale account with a project. The free tier is enough.
- At least one NPC created in the dashboard. See Creating an NPC.
- An API key for the project, generated from Project Settings.
- A Unity project on a recent LTS version with microphone access if you plan to use voice.
The guides in this section
- Installation & Login: add the package, authenticate the editor, and browse your project's NPCs without leaving Unity.
- Your First NPC: a talking character in one component and about fifteen lines of code.
- Voice Conversations: push-to-talk, voice activity detection, and reply playback.
- Spatial Context in Unity: make NPCs react to location, time, and weather.