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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.

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.

  • 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.)

  • Humanoid avatars auto-generate several pointers for body parts and fingers.
  • Worlds and props can add their own CVRPointer components with custom type strings.

CVR-GameFiles/ABI.CCK.Components/CVRPointer.cs