|
| 1 | +# Avatar Component Whitelist |
| 2 | +This page lists all components that are whitelisted for use on avatars. |
| 3 | + |
| 4 | +## CVR Components |
| 5 | +A list of all whitelisted components for avatars. |
| 6 | + |
| 7 | ++ [CVR Advanced Avatar Trigger](../components/cvr-advanced-avatar-settings-trigger.md) |
| 8 | ++ [CVR Advanced Avatar Settings Pointer](../components/cvr-advanced-avatar-settings-pointer.md) |
| 9 | ++ [CVR Advanced Avatar Settings Trigger](../components/cvr-advanced-avatar-settings-trigger.md) |
| 10 | ++ [CVR Animator Driver](../components/cvr-animator-driver.md) |
| 11 | ++ [CVR Asset Info](../components/cvr-asset-info.md) |
| 12 | ++ [CVR Audio Driver](../components/cvr-audio-driver.md) |
| 13 | ++ [CVR Avatar](../components/cvr-avatar.md) |
| 14 | ++ [CVR Blitter](../components/cvr-blitter.md) |
| 15 | ++ [CVR Blitter Controller](../components/cvr-blitter-controller.md) |
| 16 | ++ [CVR Custom Render Texture Updater](../components/cvr-custom-render-texture-updater.md) |
| 17 | ++ [CVR Distance Constrain](../components/cvr-distance-constrain.md) |
| 18 | ++ [CVR Face Tracking](../components/cvr-face-tracking.md) |
| 19 | ++ [CVR Haptic Area Chest](../components/cvr-haptic-area-chest.md) |
| 20 | ++ [CVR Leg](../components/cvr-leg.md) |
| 21 | ++ [CVR Lua Client Behaviour](../components/cvr-lua-client-behaviour.md) |
| 22 | ++ [CVR Material Driver](../components/cvr-material-driver.md) |
| 23 | ++ [CVR Material Updater](../components/cvr-material-updater.md) |
| 24 | ++ [CVR Movement Parent](../components/cvr-movement-parent.md) |
| 25 | ++ [CVR Parameter Stream](../components/cvr-parameter-stream.md) |
| 26 | ++ [CVR Particle Sound](../components/cvr-particle-sound.md) |
| 27 | ++ [CVR Pointer](../components/cvr-pointer.md) |
| 28 | ++ [CVR Snapping Point](../components/cvr-snapping-point.md) |
| 29 | ++ [CVR Texture Property Parser](../components/cvr-texture-property-parser.md) |
| 30 | ++ [CVR Toggle State Trigger](../components/cvr-toggle-state-trigger.md) |
| 31 | ++ [First Person Exclusion](../components/first-person-exclusion.md) |
| 32 | + |
| 33 | +## CCK State Behaviours |
| 34 | +All the state behaviours that are usable Spawnables. |
| 35 | + |
| 36 | +- [Animator Driver](../state-behaviours/animator-driver.md) |
| 37 | +- [State Machine Callback Sender](../state-behaviours/state-machine-callback-sender.md) |
| 38 | + |
| 39 | +## Unity Components |
| 40 | +Components included as part of the Unity Engine. |
| 41 | + |
| 42 | +- [AimConstraint](https://docs.unity3d.com/Manual/class-AimConstraint.html) |
| 43 | +- [Animator](https://docs.unity3d.com/Manual/class-Animator.html) |
| 44 | +- [AudioSource](https://docs.unity3d.com/Manual/class-AudioSource.html) |
| 45 | +- [BoxCollider](https://docs.unity3d.com/Manual/class-BoxCollider.html) |
| 46 | +- [Camera](https://docs.unity3d.com/Manual/class-Camera.html) |
| 47 | +- [CapsuleCollider](https://docs.unity3d.com/Manual/class-CapsuleCollider.html) |
| 48 | +- [Cloth](https://docs.unity3d.com/Manual/class-Cloth.html) |
| 49 | +- [Collider](https://docs.unity3d.com/Manual/class-Collider.html) |
| 50 | +- [ConstantForce](https://docs.unity3d.com/Manual/class-ConstantForce.html) |
| 51 | +- [Light](https://docs.unity3d.com/Manual/class-Light.html) |
| 52 | +- [LineRenderer](https://docs.unity3d.com/Manual/class-LineRenderer.html) |
| 53 | +- [LookAtConstraint](https://docs.unity3d.com/Manual/class-LookAtConstraint.html) |
| 54 | +- [MeshCollider](https://docs.unity3d.com/Manual/class-MeshCollider.html) |
| 55 | +- [MeshRenderer](https://docs.unity3d.com/Manual/class-MeshRenderer.html) |
| 56 | +- [OffMeshLink](https://docs.unity3d.com/2021.3/Documentation/Manual/class-OffMeshLink.html) |
| 57 | +- [ParentConstraint](https://docs.unity3d.com/Manual/class-ParentConstraint.html) |
| 58 | +- [ParticleSystem](https://docs.unity3d.com/Manual/class-ParticleSystem.html) |
| 59 | +- [ParticleSystemForceField](https://docs.unity3d.com/Manual/class-ParticleSystemForceField.html) |
| 60 | +- [ParticleSystemRenderer](https://docs.unity3d.com/Manual/class-ParticleSystemRenderer.html) |
| 61 | +- [PositionConstraint](https://docs.unity3d.com/Manual/class-PositionConstraint.html) |
| 62 | +- [RotationConstraint](https://docs.unity3d.com/Manual/class-RotationConstraint.html) |
| 63 | +- [ScaleConstraint](https://docs.unity3d.com/Manual/class-ScaleConstraint.html) |
| 64 | +- [Skybox](https://docs.unity3d.com/Manual/class-Skybox.html) |
| 65 | +- [SkinnedMeshRenderer](https://docs.unity3d.com/Manual/class-SkinnedMeshRenderer.html) |
| 66 | +- [SphereCollider](https://docs.unity3d.com/Manual/class-SphereCollider.html) |
| 67 | +- [TrailRenderer](https://docs.unity3d.com/Manual/class-TrailRenderer.html) |
| 68 | +- [Transform](https://docs.unity3d.com/Manual/class-Transform.html) |
| 69 | +- [Rigidbody](https://docs.unity3d.com/Manual/class-Rigidbody.html) |
| 70 | +- [WheelCollider](https://docs.unity3d.com/Manual/class-WheelCollider.html) |
| 71 | + |
| 72 | +## Third Party Assets |
| 73 | +The following components are third party assets that are available in the Unity Asset Store or from other sources. You must first purchase/download and import these assets into your project if you wish to use them in ChilloutVR. |
| 74 | + |
| 75 | +When using third-party assets, you are not uploading them with your content, but rather referencing them in your project. |
| 76 | +The same asset version must be shipped within the ChilloutVR client for it to work correctly. |
| 77 | +If you are using a different version of the asset, it may not work as expected. |
| 78 | + |
| 79 | +!!! info |
| 80 | + Third-party assets are not included in the ChilloutVR Content Creation Kit (CCK) and are not maintained by ChilloutVR. |
| 81 | + If an asset is updated by the original developer, functionality may change or break, or may become unobtainable. |
| 82 | + Be aware that we may lock or freeze versions as needed. |
| 83 | + |
| 84 | +### [Dynamic Bone](https://assetstore.unity.com/packages/tools/animation/dynamic-bone-16743) |
| 85 | +Dynamic Bone applies physics to character's bones or joints. With simple setup, your character's hair, cloth, breasts or any part will move realistically. |
| 86 | + |
| 87 | +!!! warning |
| 88 | + ChilloutVR uses a high-performance rewrite of Dynamic Bones v1.31, powered by the Unity Jobs System. Functionality is intended to match the original, but may differ in specific setups due to implementation details. |
| 89 | + |
| 90 | +- **Dynamic Bone:** Adds a dynamic bone to the component. |
| 91 | +- **Dynamic Bone Collider:** Adds a collider that collides/interacts with dynamic bones. |
| 92 | +- **Dynamic Bone Collider Base:** Base class for dynamic bone colliders |
| 93 | +- **Dynamic Bone Plane Collider:** Adds a collider plane that collides with dynamic bones. |
| 94 | + |
| 95 | +### [Magica Cloth 2](https://assetstore.unity.com/packages/tools/physics/magica-cloth-2-242307) |
| 96 | +MagicaCloth2 is a cloth simulation system that can be used with both Transform and Mesh. With this asset you can swing anything on your character! |
| 97 | + |
| 98 | +- [Magica Cloth](https://magicasoft.jp/en/mc2_magicaclothcomponent/) |
| 99 | +- [Magica Sphere Collider](https://magicasoft.jp/en/mc2_spherecollidercomponent/) |
| 100 | +- [Magica Capsule Collider](https://magicasoft.jp/en/mc2_capsulecollidercomponent/) |
| 101 | +- [Magica Plane Collider](https://magicasoft.jp/en/mc2_planecollidercomponent/) |
| 102 | + |
| 103 | +### [Final IK](https://assetstore.unity.com/packages/tools/animation/final-ik-14290) |
| 104 | +The final Inverse Kinematics solution for Unity. |
| 105 | + |
| 106 | +!!! warning |
| 107 | + ChilloutVR utilizes a modified version of FinalIK v1.9. Some functionality may behave differently than the original asset. |
| 108 | + |
| 109 | ++ [Aim IK](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_aim_i_k.html) |
| 110 | ++ [Arm IK](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_arm_i_k.html) |
| 111 | ++ [CCD IK](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_c_c_d_i_k.html) |
| 112 | ++ [FABRIK](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_f_a_b_r_i_k.html) |
| 113 | ++ [FABRIK Root](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_f_a_b_r_i_k_root.html) |
| 114 | ++ [Limb IK](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_limb_i_k.html) |
| 115 | ++ [Trigonometric IK](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_trigonometric_i_k.html) |
| 116 | ++ [LookAt IK](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_look_at_i_k.html) |
| 117 | ++ [Biped IK](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_biped_i_k.html) |
| 118 | ++ [Full Body Biped IK](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_full_body_biped_i_k.html) |
| 119 | ++ [Grounder IK](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_grounder_i_k.html) |
| 120 | ++ [Grounder Biped IK](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_grounder_biped_i_k.html) |
| 121 | ++ [Grounder FBBIK](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_grounder_f_b_b_i_k.html) |
| 122 | ++ [Grounder IK (Generic)](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_grounder_i_k.html) |
| 123 | ++ [Grounder VRIK](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_grounder_v_r_i_k.html) |
| 124 | ++ [Grounder Quadruped](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_grounder_quadruped.html) |
| 125 | ++ [Rotation Limit](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_rotation_limit.html) |
| 126 | ++ [Rotation Limit Angle](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_rotation_limit_angle.html) |
| 127 | ++ [Rotation Limit Hinge](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_rotation_limit_hinge.html) |
| 128 | ++ [Rotation Limit Polygonal](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_rotation_limit_polygonal.html) |
| 129 | ++ [Rotation Limit Spline](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_rotation_limit_spline.html) |
| 130 | ++ [VRIK](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_v_r_i_k.html) |
| 131 | ++ [VRIK LOD Controller](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_v_r_i_k_l_o_d_controller.html) |
| 132 | ++ [VRIK Root Controller](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_v_r_i_k_root_controller.html) |
| 133 | ++ [Hit Reaction](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_hit_reaction.html) |
| 134 | ++ [Hit Reaction VRIK](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_hit_reaction_v_r_i_k.html) |
| 135 | ++ [Inertia](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_inertia.html) |
| 136 | ++ [Interaction System](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_interaction_system.html) |
| 137 | ++ [Interaction Trigger](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_interaction_trigger.html) |
| 138 | ++ [Interaction Target](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_interaction_target.html) |
| 139 | ++ [Generic Poser](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_generic_poser.html) |
| 140 | ++ [Hand Poser](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_hand_poser.html) |
| 141 | ++ [Poser](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_poser.html) |
| 142 | ++ [Ragdoll Utility](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_ragdoll_utility.html) |
| 143 | ++ [Twist Relaxer](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_twist_relaxer.html) |
| 144 | ++ [Recoil](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_recoil.html) |
| 145 | ++ [Amplifier](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_amplifier.html) |
| 146 | ++ [Shoulder Rotator](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_shoulder_rotator.html) |
| 147 | ++ [Offset Modifier VRIK](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_offset_modifier_v_r_i_k.html) |
| 148 | ++ [Offset Modifier](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_offset_modifier.html) |
| 149 | ++ [Offset Pose](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_offset_pose.html) |
| 150 | ++ [Penetration Avoidance](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_penetration_avoidance.html) |
| 151 | ++ [LookAt Controller](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_look_at_controller.html) |
| 152 | ++ [Body Tilt](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_body_tilt.html) |
| 153 | ++ [Aim Controller](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_aim_controller.html) |
| 154 | ++ [Aim Poser](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_aim_poser.html) |
| 155 | ++ [Editor IK](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_editor_i_k.html) |
| 156 | + |
| 157 | +### [Steam Audio](https://valvesoftware.github.io/steam-audio/) |
| 158 | +**Steam Audio** is a third party asset. Whitelisted components listed below. |
| 159 | + |
| 160 | +!!! note |
| 161 | + Changing the steam audio project settings can alter how a avatar sound sounds during testing. Those changes will not be reflected in game after upload. |
| 162 | + |
| 163 | +- [Steam Audio Ambisonic Source](https://valvesoftware.github.io/steam-audio/doc/unity/ambisonic-source.html) |
| 164 | +- [Steam Audio Source](https://valvesoftware.github.io/steam-audio/doc/unity/source.html) |
| 165 | + |
| 166 | +## Deprecated Thrid Party Components |
| 167 | + |
| 168 | +!!! warning |
| 169 | + The following components or assets are deprecated from the Unity Asset Store and should not be used in new projects. |
| 170 | + You may be able to obtain them if you purchased them before, but they are no longer maintained or recommended for use. |
| 171 | + These assets may be removed in future versions of ChilloutVR. |
| 172 | + |
| 173 | +### [Magica Cloth](https://assetstore.unity.com/packages/tools/physics/magica-cloth-160144) |
| 174 | + |
| 175 | +!!! warning |
| 176 | + It is recommended to use Magica Cloth 2 instead of the original Magica Cloth. |
| 177 | + New uploads using this version may not be allowed in the future. |
| 178 | + |
| 179 | +- [Magica Bone Cloth](https://magicasoft.jp/en/magica-cloth-bone-cloth-2/) |
| 180 | +- [Magica Bone Spring](https://magicasoft.jp/en/magica-cloth-bone-spring-2/) |
| 181 | +- [Magica Mesh Cloth](https://magicasoft.jp/en/magica-cloth-mesh-cloth-2/) |
| 182 | +- [Magica Mesh Spring](https://magicasoft.jp/en/magica-cloth-mesh-spring-2/) |
| 183 | +- [Magica Render Deformer](https://magicasoft.jp/en/magica-cloth-render-deformer-2/) |
| 184 | +- [Magica Virtual Deformer](https://magicasoft.jp/en/magica-cloth-virtual-deformer-2/) |
| 185 | +- [Magica Plane Collider](https://magicasoft.jp/en/magica-cloth-plane-collider-2/) |
| 186 | +- [Magica Sphere Collider](https://magicasoft.jp/en/magica-cloth-sphere-collider-2/) |
| 187 | +- [Magica Capsule Collider](https://magicasoft.jp/en/magica-cloth-capsule-collider-2/) |
| 188 | + |
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