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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.