CVR Pointer
CVR Pointer tags a GameObject as an interaction source. At runtime it registers itself with the contact system (PointerToContact.Create) so advanced-avatar, toggle-state, and other triggers can filter by pointer type and react on enter / exit / stay.
Fields
Section titled “Fields”string. Free-form label. Triggers reference this string on their allowed-types list to decide whether the pointer activates them.
float. Custom value carried by this pointer; triggers can read it and write it into animators via their Set Value tasks.
Runtime-only properties
Section titled “Runtime-only properties”OwnerId(int) — set by the contact system when the pointer is created.SourceContentType(ContentType) — avatar / world / spawnable context, assigned by the creator.
(Both are runtime-only; do not set them in the inspector.)
Where pointers come from
Section titled “Where pointers come from”- Humanoid avatars auto-generate several pointers for body parts and fingers.
- Worlds and props can add their own
CVRPointercomponents with customtypestrings.
Consumers
Section titled “Consumers”- CVR Advanced Avatar Settings Trigger — filters by
Allowed Pointer Types. - CVR Toggle State Trigger — same, for toggle-based interactions.
- CVR Interactable — pointer-driven world / prop interactions.
Related
Section titled “Related”Source
Section titled “Source”CVR-GameFiles/ABI.CCK.Components/CVRPointer.cs