CVR Avatar
The primary component for an avatar. Attach it to the root GameObject of your avatar and configure viewpoint, voice, visemes, blinking, advanced tagging, and advanced avatar settings here. Requires a CVRAssetInfo on the same GameObject.
General Avatar Settings
Section titled “General Avatar Settings”View Position
Section titled “View Position”Local-space position (Vector3) that the in-game viewport is rendered from. Shown in the editor as a green gizmo sphere. Used as the fallback for GetViewWorldPosition / GetViewRelativePosition when no player rig is available.
Voice Position
Section titled “Voice Position”Local-space position (Vector3) your voice is transmitted from. Shown in the editor as a red gizmo sphere.
Voice Parent
Section titled “Voice Parent”Enum: which bone the voice source follows.
Head(default)LeftHandRightHandHips
Avatar Customization
Section titled “Avatar Customization”Overrides (Animation Overrides)
Section titled “Overrides (Animation Overrides)”Serialized AnimatorOverrideController. Used to replace individual default animations. Auto-attached to the cleanup list on Awake.
Eye Movement
Section titled “Eye Movement”Use Eye Movement
Section titled “Use Eye Movement”Boolean. Enables automatic eye movement that focuses on nearby players. Defaults to true.
Eye Movement Interval
Section titled “Eye Movement Interval”Vector2 min/max seconds between eye refocus events. Defaults to (5, 10). Clamped by EyeMovementMinIntervalLimit (1s) and EyeMovementMaxIntervalLimit (30s).
Eye Movement Info
Section titled “Eye Movement Info”Serialized struct containing:
type—CVRAvatarEyeLookModeenum:Muscle,None,Transform, orBlendshape. Selects how eye movement is driven.eyes— array ofEyeMovementInfoEyeentries. Each entry configures a single eye:isLeft— left or right eye.eyeTransform— transform rotated whentypeisTransform.eyeSkinnedMeshRenderer— mesh used whentypeisBlendshape.eyeAngleLimitDown/eyeAngleLimitUp/eyeAngleLimitIn/eyeAngleLimitOut— per-axis look limits in degrees (defaults:-10,15,-20,20; uniform default is25).eyeBlendShapeUp/eyeBlendShapeDown/eyeBlendShapeIn/eyeBlendShapeOut— blendshape names used whentypeisBlendshape.
Blinking
Section titled “Blinking”Use Blink Blendshapes
Section titled “Use Blink Blendshapes”Boolean. Enables blinking driven by blinkBlendshape.
Blink Blendshape
Section titled “Blink Blendshape”string[4] of blendshape names used as blink targets.
Blink Gap
Section titled “Blink Gap”Vector2 min/max seconds between blinks. Defaults to (3, 8). Limits: 0.1s to 30s.
Blink Duration
Section titled “Blink Duration”Vector2 min/max blink hold duration. Defaults to (0.25, 0.35). Limits: 0.1s to 3s.
Blink Mode
Section titled “Blink Mode”CVRAvatarEyeBlinkMode enum:
Combined (Legacy)— a single trigger drives all blink slots together.Separate— each blendshape slot fires independently.
Visemes
Section titled “Visemes”Body Mesh
Section titled “Body Mesh”SkinnedMeshRenderer containing the viseme blendshapes.
Use Viseme Lipsync
Section titled “Use Viseme Lipsync”Boolean. Enables blendshape-driven visemes during voice transmission.
Viseme Mode
Section titled “Viseme Mode”CVRAvatarVisemeMode enum:
Visemes— 15 blendshape slots, one per phoneme.SingleBlendshape— a single blendshape driven by voice loudness.JawBone— animates the jaw bone instead of blendshapes.
Viseme Smoothing
Section titled “Viseme Smoothing”int smoothing amount. Defaults to 50.
Viseme Blendshapes
Section titled “Viseme Blendshapes”string[15] of blendshape names (one per viseme).
Advanced Tagging
Section titled “Advanced Tagging”Advanced tagging lets you apply content tags to specific GameObjects so they can be filtered independently of the avatar-level tag.
Enable Advanced Tagging
Section titled “Enable Advanced Tagging”Boolean. Turns on filtering from the advancedTaggingList.
Advanced Tagging List
Section titled “Advanced Tagging List”List<CVRAvatarAdvancedTaggingEntry>. Each entry has:
tags—Tagsflag enum. One entry can carry multiple tags at once:LoudAudio,LongRangeAudio,ScreenFx,FlashingEffects,FlashingEffects2,Violence,Gore,Suggestive,Explicit,Horror.gameObject— the GameObject to tag.fallbackGameObject— optional object activated whengameObjectis filtered out by a rule.
Advanced Avatar Settings
Section titled “Advanced Avatar Settings”Avatar Uses Advanced Settings
Section titled “Avatar Uses Advanced Settings”Boolean. Enables the AAS system on this avatar.
Avatar Settings
Section titled “Avatar Settings”Reference to a CVRAdvancedAvatarSettings asset with the defined inputs.
Input types
Section titled “Input types”The AAS system supports these input kinds (see CVRAdvancedAvatarSettings / CVRAdvancesAvatarSetting*):
Game Object Toggle
Section titled “Game Object Toggle”Creates a check/toggle box in the advanced avatar window. Animates one or more GameObjects on/off.
Game Object Dropdown
Section titled “Game Object Dropdown”Dropdown that switches between the listed GameObjects.
Material Color
Section titled “Material Color”Three sliders to drive a Vector3 material property (used as a color).
Slider
Section titled “Slider”Single slider writing to an animator parameter and/or a material property.
Joystick 2D
Section titled “Joystick 2D”2D plane for position picking. Range Min / Range Max set the scale.
Joystick 3D
Section titled “Joystick 3D”2D plane with a vertical slider for a 3D coordinate.
Input Single / Input Vector 2 / Input Vector 3
Section titled “Input Single / Input Vector 2 / Input Vector 3”Numeric input fields for 1, 2, or 3 floats.
Colliders and Pointers
Section titled “Colliders and Pointers”Left/Right Grab Pointer
Section titled “Left/Right Grab Pointer”GameObject anchor for the hand grab pointer.
Left/Right Index Pointer
Section titled “Left/Right Index Pointer”GameObject anchor for the index-finger pointer.
Mouth Pointer
Section titled “Mouth Pointer”GameObject anchor for the mouth pointer.
Avatar Colliders
Section titled “Avatar Colliders”List<CVRAvatarCollider>. Each entry has a collider reference and an isTrigger flag; LateUpdate forces collider.isTrigger to match the flag each frame.
Runtime-only data
Section titled “Runtime-only data”The following fields are set at runtime and not meant for editor configuration:
WornByMe/WornByFriend— populated inStartfrom the player setup / friend list.PuppetMaster— the remote player’sPuppetMaster, if applicable.AssetInfo— the requiredCVRAssetInfocomponent.DataStore— optionalCVRDataStorelookup.faceTrackingComponents— list ofCVRFaceTrackingcomponents discovered on the avatar.materials/renderTextures— collected for shader replacement and cleanup.boneIndex/boneIndexRev— human body bone dictionaries.loadedObject— internal loader entry.
Related
Section titled “Related”Source
Section titled “Source”CVR-GameFiles/ABI.CCK.Components/CVRAvatar.cs, CVR-GameFiles/ABI.CCK.Components/CVRAvatarAdvancedTaggingEntry.cs