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Inworld.AI

Module: Inworld.AI. Namespace: Inworld.

This is the core Unity package of Inworld.AI. It uses Websocket to communicate with the Inworld Server and does not reference any third-party libraries. It supports all platforms. InworldAI

Assembly Definition References

  • Unity.TextMeshPro
  • UnityWebSocket

Module structure

  • This package is available in the form of a Package instead of a Unitypackage. It facilitates all direct interactions with the Inworld Server, such as the sending and receiving of text, audio, Triggers, etc.

    • Editor/: Contains scripts related to version updates, dependency injection, debug settings, and more.
      • Native/: Contains native webgl script for microphone support.
    • Runtime/ Contains all the scripts, prefabs and scriptable objects that used in the core package.
      • Data/: Contains scriptable objects that are used in the core package.
      • Prefabs/: Contains all prefabs.
      • Resources/: Contains the scriptable object Inworld.AI, the only data asset that are loaded at run-time.
      • Scenes/: Contains the read-only sample scene Sample2D.
      • Scripts/: Contains all the related scripts.
        • Data/: Contains all the data structures.
          • Entities/: Contains the scripts for all the other entities used for serializing / deserializing.
          • Packets/: Contains the scripts for all the Inworld Packets.
          • ScriptableObjects/: Contains the ScriptableObjects related scripts.
        • Interactions/: Contains character interaction related files.
        • PlayerControl/: Contains player control related files.
        • Sample/: Contains scripts used in the sample scene.
        • UI/: Contains UI implementation scripts.
        • Util/: Contains tools, enums, Unity events, etc.
      • Textures/: Contains the sprite for default avatar and Inworld logo.
      • UnityWebSocket/: Contains the websocket protocol we forked based on this repo.
        • Plugins/: Contains the jslib plugin specifically for WebGL, for other platform, we just use C#'s System.Net.WebSockets.
        • Scripts/: Contains web socket related scripts.
    • Test/: Contains test files for both Editor and Runtime environments.