FPR Exclusion
When you wear a Humanoid avatar, ChilloutVR automatically hides the head from first-person view so the head does not obstruct your view while looking around.
This component lets you take control of that behavior and show or hide entire chains of bones in first person. Useful for helmets, hats, hair, or other elements you want visible (or explicitly hidden) from the player view.
Fields
Section titled “Fields”| Name | Type | Description |
|---|---|---|
| Is Shown | bool | Whether the bones are shown in first person. Animatable at runtime. If true, the bones are shown in first person. If false, the bones are hidden in first person. |
| Target | Transform | Transform at the root of the bone chain you want to show or hide in first person. Can be any transform in the avatar’s hierarchy; includes every child until the next FPR Exclusion component is found. |
| Mode | bool | Controls hiding behavior: Shrink scales transforms to zero; Cut hides mesh vertices. |
Automatic Head-Hiding
Section titled “Automatic Head-Hiding”ChilloutVR automatically adds this component to the head bone on avatar load if one is not already present. You may add it manually to the head bone if you want to customize the automatic head-hiding behavior.
In-Game Debugging
Section titled “In-Game Debugging”You can use the Portable Camera in-game to display the head-hiding behavior of your avatar:
- Open the Quick Menu or Main Menu.
- Click
Portable Camera. - Click
Settingsin the Portable Camera. - Enable
Expert Modenear the top of the Portable Camera settings. - Enable
Display FPR Exclusionsnear the bottom of the Portable Camera settings. - Face the camera toward yourself. You should now see your avatar without the head visible.
Behaviour
Section titled “Behaviour”The CCK component stores the serialized state; the actual mesh/scale manipulation is performed at runtime by an IExclusionBehaviour implementation attached by the game-side avatar setup. UpdateExclusions delegates to that behaviour, passing the current isShown and shrinkToZero flags. OnDidApplyAnimationProperties triggers an update whenever isShown changes so animators can flip visibility without calling code.
Source
Section titled “Source”CVR-GameFiles/ABI.CCK.Components/FPRExclusion.csCVR-GameFiles/ABI.CCK.Components/IExclusionBehaviour.cs