TL;DR: Every component shipped with the Content Creation Kit, grouped by what it does. Jump to the section that matches your task, or open a specific page from the sidebar.
The CCK ships with roughly seventy-eight components covering avatar setup, world and prop authoring, rendering, physics zones, IK, networking, video, and combat gameplay. Each page describes the component’s purpose, its inspector fields, and links to related components so you can see what pairs well.
Not sure where to start?
If you are setting up an avatar, world, or prop for the first time, begin with one of the Core components below (CVRAvatar, CVRWorld, or CVRSpawnable). They are required and pull in everything else you need.
The root components that define an uploadable asset and the asset-identity glue beneath them.
CVR Avatar Main component attached to the root of an avatar; configures viewpoint, voice, visemes, blinking, and advanced settings. CVR World Main component for a world upload; sets spawn points, respawn height, reference camera, and warp points. CVR Spawnable Main component for a spawnable (prop); defines synced values and sub-sync transforms. CVR Asset Info Identity component that attaches a GUID to avatars, worlds, and spawnables so the backend can track ownership.
Pointers, triggers, and pickups that let players touch, grab, and drive your content.
CVR Pointer Activates area triggers on enter or exit; auto-generated on humanoid avatars and usable on worlds or props. CVR Interactable General-purpose trigger-and-action component driving grabs, collisions, gaze, input, cron, and variable-buffer events. CVR Pickup Object Marks a GameObject as pickup-able, with grip types, grip origin, and theft protection. CVR Avatar Pickup Marker Marks a GameObject as an avatar pedestal that lets players preview and switch avatars in-world. Spawnable Pickup Marker Marks a GameObject as a spawnable pedestal that lets players preview and spawn props in-world.
Drivers and triggers that move animator parameters, toggles, and state around your scene.
CVR Animator Driver Writes animator parameters from another animation, useful for driving sub-animators from a main animator. CVR Parameter Stream Streams game-state values such as time, input, eye tracking, rigidbody velocity, and damage into animator parameters.
Audio clip switching, spectrum parsing for visualizers, and particle sounds.
CVR Audio Driver Switches between multiple audio clips on a single AudioSource and can play on switch. CVR Particle Sound Plays audio clips on particle birth or death at the particle's location.
Shader-globals, material drivers, skybox manipulation, mirrors, blitters, and other render-path helpers.
CVR Material Driver Sets specific material property vectors on one or more Renderers, supporting up to sixteen materials per component. CVR Material Updater Writes CVR velocity and angular velocity shader properties onto the attached renderer's material. CVR GI Material Updater Calls UpdateGIMaterials on the attached Renderer for realtime global illumination on emissive objects. CVR Mirror Mirror reflection component with controls for resolution, reflect layers, frame skip, and pixel light culling. CVR LTCGI Adapter Installs and configures LTCGI (linearly transformed cosines global illumination) in your world. CVR Blitter Runs Graphics.Blit with optional material overrides, automatic clearing, and random write target bindings. CVR Canvas Wrapper Configures interaction distance and collider setup for world-space UI canvases. CVR Distance LOD Toggles GameObjects on or off based on their distance from the local player.
Volumes that change gravity, apply drag, deal damage, vibrate haptics, or snap objects together.
Physics Influencer Lets an object react to gravity zones and fluid volumes; modifies center of mass, buoyancy, drag, and uprighting. Gravity Zone Adds shaped gravitational fields that can layer, override, invert, and reorient players inside the volume. Fluid Volume Defines a fluid-filled zone with stream direction and strength, combined with Physics Influencer for buoyancy. Force Applicator Applies a constant force along a local vector to a target rigidbody, optionally only while submerged. CVR Haptic Zone Zone with on-enter, on-stay, and on-exit events that drive the CVR Haptic Area Chest. CVR Haptic Area Chest Configures the forty trigger-point chest haptic area for BHaptics Tactsuit X40 integration. CVR Distance Constrain Constrains an object's position to stay within a minimum and maximum distance from a target transform. FPR Exclusion Controls which bone chains are shown or hidden from first-person view on Humanoid and Generic avatars.
Constraints on IK limbs, leg contact, movement drivers, and vehicle wheel controllers.
CVR Leg Leg contact component exposing ground state to Parameter Stream. CVR Movement Parent Makes the player stick to a moving platform and inherit its velocity and optionally its rotation.
Object position sync, shared variables, and physics replication.
CVR Object Sync Syncs a GameObject's position and rotation over the network. CVR Variable Buffer Stores a single variable that can be read, written, and compared by other components.
Video playback, world-space keyboards, face tracking input, and inter-world portals.
CVR Video Player Networked video player with playlists, audio playback modes, and lifecycle events. CVR Face Tracking Hooks facial tracking hardware (VIVE Facial Tracker) into blendshapes for visemes and expressions. CVR Portal Marker Links a GameObject to another world by GUID, opening a portal on interaction.
Team-based gameplay controllers, capture points, combat stats, damage, and firearms.
Score Board Controller Displays Game Instance Controller state (timers, statuses, team scores, player lists) in a Unity UI canvas. Control Point Capture-point trigger volume that feeds score to a Game Instance Controller. Combat System Enables PvP and PvE gamemodes with health, armor, shield, regeneration, respawn behaviour, and combat events. Damage Adds damage output to a collider or particle system for the Combat System, with falloff and damage-over-time. Object Health Gives a GameObject health, armor, and shield so it can take damage from the Combat System. Gun Controller Quick ranged-weapon setup with magazines, firing modes, reload sounds, and animator parameters.
Screenshot cameras, attachment bones, spawnable triggers, and legacy utility components.
CVR Camera Helper Camera wrapper that supports screenshots with replacement shader lists, rate-limited to one per second. CVR Spawnable Trigger Spawnable equivalent of the Advanced Avatar Trigger; modifies a spawnable's synced parameter on trigger events. CVR Attachment Attaches an object to an avatar bone or tracker with position, rotation, and maximum distance.