Avatars
TL;DR: This section documents the runtime side of avatars in ChilloutVR — how the engine reads from and writes to your avatar’s Animator, how parameters sync, what hand gestures mean, what slot/layer names the engine expects, and every mechanism that can change a parameter at runtime.
The well-known “core” parameters most CCK guides list (MovementX, MovementY, Emote, Grounded, CancelEmote, GestureLeft, GestureRight, Swimming, Flying) are only a subset. The engine silently drives many more if you declare them with the matching name and type — including read-only parameters like DistanceTo, IsLocal, VelocityX/Y/Z, the full Unified Expressions face-tracking surface, and the AAS UI fan-out for colour and joystick controls.
Reference
Section titled “Reference” Animator Parameters The 22 core parameter names the engine reads/writes, plus the [Obsolete] Swimming and AFK params, with sync mechanism and read-only rules.
Hand Gestures Numeric gesture codes (-1..6), how each input device produces them, and how blocked avatars consume them.
Override Slots & Layers Emote/Toggle clip override names, animator layer constants, and the LegacyEmoteCheck hand layer-weight gate.
OSC Face Tracking OSC's dual-write to animator + face-tracking buffers, plus the full Unified Expressions parameter list.
Parameter Streams The full CVRParameterStreamEntry source catalogue — every data source you can pipe into an animator parameter.
Parameter Setters Every mechanism that can write avatar animator parameters — OSC, AAS UI, scripts, drivers, contacts, sensors.
AAS Bookkeeping The 3200-bit Advanced Avatar Settings sync budget, UI-type fan-out (-r/-g/-b, -x/-y/-z), and profile persistence rules.