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Merge pull request #92 from lolatron/develop-general-fixes
General Formating, Sorting, and Wording, Changes to Avatars, Props, and Worlds Sections.
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docs/cck/avatar/.pages

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title: Avatar
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title: Avatars
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nav:
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- index: index.md
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- Core Parameters: animator-core-parameters.md
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- Face Tracking: face-tracking.md
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- Whitelisted Components: whitelisted-components.md
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- Avatar Components Whitelist: avatar-component-whitelist.md
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# Avatar Component Whitelist
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This page lists all components that are whitelisted for use on avatars.
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## CVR Components
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A list of all whitelisted components for avatars.
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+ [CVR Advanced Avatar Trigger](../components/cvr-advanced-avatar-settings-trigger.md)
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+ [CVR Advanced Avatar Settings Pointer](../components/cvr-advanced-avatar-settings-pointer.md)
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+ [CVR Advanced Avatar Settings Trigger](../components/cvr-advanced-avatar-settings-trigger.md)
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+ [CVR Animator Driver](../components/cvr-animator-driver.md)
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+ [CVR Asset Info](../components/cvr-asset-info.md)
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+ [CVR Audio Driver](../components/cvr-audio-driver.md)
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+ [CVR Avatar](../components/cvr-avatar.md)
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+ [CVR Blitter](../components/cvr-blitter.md)
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+ [CVR Blitter Controller](../components/cvr-blitter-controller.md)
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+ [CVR Custom Render Texture Updater](../components/cvr-custom-render-texture-updater.md)
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+ [CVR Distance Constrain](../components/cvr-distance-constrain.md)
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+ [CVR Face Tracking](../components/cvr-face-tracking.md)
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+ [CVR Haptic Area Chest](../components/cvr-haptic-area-chest.md)
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+ [CVR Leg](../components/cvr-leg.md)
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+ [CVR Lua Client Behaviour](../components/cvr-lua-client-behaviour.md)
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+ [CVR Material Driver](../components/cvr-material-driver.md)
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+ [CVR Material Updater](../components/cvr-material-updater.md)
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+ [CVR Movement Parent](../components/cvr-movement-parent.md)
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+ [CVR Parameter Stream](../components/cvr-parameter-stream.md)
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+ [CVR Particle Sound](../components/cvr-particle-sound.md)
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+ [CVR Pointer](../components/cvr-pointer.md)
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+ [CVR Snapping Point](../components/cvr-snapping-point.md)
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+ [CVR Texture Property Parser](../components/cvr-texture-property-parser.md)
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+ [CVR Toggle State Trigger](../components/cvr-toggle-state-trigger.md)
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+ [First Person Exclusion](../components/first-person-exclusion.md)
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## CCK State Behaviours
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All the state behaviours that are usable Spawnables.
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- [Animator Driver](../state-behaviours/animator-driver.md)
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- [State Machine Callback Sender](../state-behaviours/state-machine-callback-sender.md)
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## Unity Components
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Components included as part of the Unity Engine.
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- [AimConstraint](https://docs.unity3d.com/Manual/class-AimConstraint.html)
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- [Animator](https://docs.unity3d.com/Manual/class-Animator.html)
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- [AudioSource](https://docs.unity3d.com/Manual/class-AudioSource.html)
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- [BoxCollider](https://docs.unity3d.com/Manual/class-BoxCollider.html)
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- [Camera](https://docs.unity3d.com/Manual/class-Camera.html)
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- [CapsuleCollider](https://docs.unity3d.com/Manual/class-CapsuleCollider.html)
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- [Cloth](https://docs.unity3d.com/Manual/class-Cloth.html)
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- [Collider](https://docs.unity3d.com/Manual/class-Collider.html)
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- [ConstantForce](https://docs.unity3d.com/Manual/class-ConstantForce.html)
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- [Light](https://docs.unity3d.com/Manual/class-Light.html)
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- [LineRenderer](https://docs.unity3d.com/Manual/class-LineRenderer.html)
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- [LookAtConstraint](https://docs.unity3d.com/Manual/class-LookAtConstraint.html)
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- [MeshCollider](https://docs.unity3d.com/Manual/class-MeshCollider.html)
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- [MeshRenderer](https://docs.unity3d.com/Manual/class-MeshRenderer.html)
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- [OffMeshLink](https://docs.unity3d.com/2021.3/Documentation/Manual/class-OffMeshLink.html)
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- [ParentConstraint](https://docs.unity3d.com/Manual/class-ParentConstraint.html)
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- [ParticleSystem](https://docs.unity3d.com/Manual/class-ParticleSystem.html)
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- [ParticleSystemForceField](https://docs.unity3d.com/Manual/class-ParticleSystemForceField.html)
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- [ParticleSystemRenderer](https://docs.unity3d.com/Manual/class-ParticleSystemRenderer.html)
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- [PositionConstraint](https://docs.unity3d.com/Manual/class-PositionConstraint.html)
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- [RotationConstraint](https://docs.unity3d.com/Manual/class-RotationConstraint.html)
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- [ScaleConstraint](https://docs.unity3d.com/Manual/class-ScaleConstraint.html)
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- [Skybox](https://docs.unity3d.com/Manual/class-Skybox.html)
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- [SkinnedMeshRenderer](https://docs.unity3d.com/Manual/class-SkinnedMeshRenderer.html)
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- [SphereCollider](https://docs.unity3d.com/Manual/class-SphereCollider.html)
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- [TrailRenderer](https://docs.unity3d.com/Manual/class-TrailRenderer.html)
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- [Transform](https://docs.unity3d.com/Manual/class-Transform.html)
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- [Rigidbody](https://docs.unity3d.com/Manual/class-Rigidbody.html)
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- [WheelCollider](https://docs.unity3d.com/Manual/class-WheelCollider.html)
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## Third Party Assets
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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.
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When using third-party assets, you are not uploading them with your content, but rather referencing them in your project.
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The same asset version must be shipped within the ChilloutVR client for it to work correctly.
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If you are using a different version of the asset, it may not work as expected.
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!!! info
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Third-party assets are not included in the ChilloutVR Content Creation Kit (CCK) and are not maintained by ChilloutVR.
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If an asset is updated by the original developer, functionality may change or break, or may become unobtainable.
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Be aware that we may lock or freeze versions as needed.
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### [Dynamic Bone](https://assetstore.unity.com/packages/tools/animation/dynamic-bone-16743)
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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.
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!!! warning
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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.
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- **Dynamic Bone:** Adds a dynamic bone to the component.
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- **Dynamic Bone Collider:** Adds a collider that collides/interacts with dynamic bones.
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- **Dynamic Bone Collider Base:** Base class for dynamic bone colliders
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- **Dynamic Bone Plane Collider:** Adds a collider plane that collides with dynamic bones.
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### [Magica Cloth 2](https://assetstore.unity.com/packages/tools/physics/magica-cloth-2-242307)
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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!
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- [Magica Cloth](https://magicasoft.jp/en/mc2_magicaclothcomponent/)
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- [Magica Sphere Collider](https://magicasoft.jp/en/mc2_spherecollidercomponent/)
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- [Magica Capsule Collider](https://magicasoft.jp/en/mc2_capsulecollidercomponent/)
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- [Magica Plane Collider](https://magicasoft.jp/en/mc2_planecollidercomponent/)
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### [Final IK](https://assetstore.unity.com/packages/tools/animation/final-ik-14290)
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The final Inverse Kinematics solution for Unity.
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!!! warning
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ChilloutVR utilizes a modified version of FinalIK v1.9. Some functionality may behave differently than the original asset.
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+ [Aim IK](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_aim_i_k.html)
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+ [Arm IK](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_arm_i_k.html)
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+ [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)
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+ [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)
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+ [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)
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+ [Limb IK](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_limb_i_k.html)
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+ [Trigonometric IK](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_trigonometric_i_k.html)
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+ [LookAt IK](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_look_at_i_k.html)
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+ [Biped IK](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_biped_i_k.html)
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+ [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)
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+ [Grounder IK](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_grounder_i_k.html)
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+ [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)
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+ [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)
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+ [Grounder IK (Generic)](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_grounder_i_k.html)
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+ [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)
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+ [Grounder Quadruped](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_grounder_quadruped.html)
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+ [Rotation Limit](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_rotation_limit.html)
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+ [Rotation Limit Angle](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_rotation_limit_angle.html)
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+ [Rotation Limit Hinge](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_rotation_limit_hinge.html)
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+ [Rotation Limit Polygonal](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_rotation_limit_polygonal.html)
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+ [Rotation Limit Spline](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_rotation_limit_spline.html)
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+ [VRIK](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_v_r_i_k.html)
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+ [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)
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+ [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)
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+ [Hit Reaction](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_hit_reaction.html)
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+ [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)
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+ [Inertia](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_inertia.html)
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+ [Interaction System](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_interaction_system.html)
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+ [Interaction Trigger](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_interaction_trigger.html)
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+ [Interaction Target](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_interaction_target.html)
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+ [Generic Poser](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_generic_poser.html)
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+ [Hand Poser](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_hand_poser.html)
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+ [Poser](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_poser.html)
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+ [Ragdoll Utility](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_ragdoll_utility.html)
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+ [Twist Relaxer](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_twist_relaxer.html)
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+ [Recoil](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_recoil.html)
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+ [Amplifier](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_amplifier.html)
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+ [Shoulder Rotator](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_shoulder_rotator.html)
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+ [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)
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+ [Offset Modifier](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_offset_modifier.html)
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+ [Offset Pose](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_offset_pose.html)
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+ [Penetration Avoidance](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_penetration_avoidance.html)
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+ [LookAt Controller](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_look_at_controller.html)
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+ [Body Tilt](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_body_tilt.html)
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+ [Aim Controller](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_aim_controller.html)
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+ [Aim Poser](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_aim_poser.html)
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+ [Editor IK](http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_editor_i_k.html)
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### [Steam Audio](https://valvesoftware.github.io/steam-audio/)
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**Steam Audio** is a third party asset. Whitelisted components listed below.
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!!! note
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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.
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- [Steam Audio Ambisonic Source](https://valvesoftware.github.io/steam-audio/doc/unity/ambisonic-source.html)
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- [Steam Audio Source](https://valvesoftware.github.io/steam-audio/doc/unity/source.html)
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## Deprecated Thrid Party Components
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!!! warning
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The following components or assets are deprecated from the Unity Asset Store and should not be used in new projects.
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You may be able to obtain them if you purchased them before, but they are no longer maintained or recommended for use.
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These assets may be removed in future versions of ChilloutVR.
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### [Magica Cloth](https://assetstore.unity.com/packages/tools/physics/magica-cloth-160144)
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!!! warning
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It is recommended to use Magica Cloth 2 instead of the original Magica Cloth.
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New uploads using this version may not be allowed in the future.
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- [Magica Bone Cloth](https://magicasoft.jp/en/magica-cloth-bone-cloth-2/)
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- [Magica Bone Spring](https://magicasoft.jp/en/magica-cloth-bone-spring-2/)
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- [Magica Mesh Cloth](https://magicasoft.jp/en/magica-cloth-mesh-cloth-2/)
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- [Magica Mesh Spring](https://magicasoft.jp/en/magica-cloth-mesh-spring-2/)
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- [Magica Render Deformer](https://magicasoft.jp/en/magica-cloth-render-deformer-2/)
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- [Magica Virtual Deformer](https://magicasoft.jp/en/magica-cloth-virtual-deformer-2/)
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- [Magica Plane Collider](https://magicasoft.jp/en/magica-cloth-plane-collider-2/)
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- [Magica Sphere Collider](https://magicasoft.jp/en/magica-cloth-sphere-collider-2/)
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- [Magica Capsule Collider](https://magicasoft.jp/en/magica-cloth-capsule-collider-2/)
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docs/cck/avatar/index.md

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# Avatar Creation
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Thanks for your interest in avatar creation. Here you will find documentation about all features and components we offer
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by default.
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Welcome to the avatar documention. Here you will find documentation about avatar features, avalible components, and short guides to help get started.
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## Avatar Animator Core Parameters
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The game allows you to add certain parameters type and names that will have their values automatically set by the game.
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These are called Core Parameters, for more information you can check [Here](animator-core-parameters.md)
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## CCK Avatar components
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## Face Tracking
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Avatars allow for full face tracking from external devices using some components and [setup](face-tracking.md).
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## Required Components
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Avatars use these required components to define asset info and behaviour and settings.
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!!! note
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CVR Asset Info is automatically added when CVR Avatar is added if asset info is not present.
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- [CVR Asset Info](../components/cvr-asset-info.md)
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- [CVR Avatar](../components/cvr-avatar.md)
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## Whitelisted Components
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We offer a wide range of default features along with CCK components that can be used on avatars.
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For a full list of whitelisted components on avatars, [Click Here](whitelisted-components.md).
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- [CCK Components](avatar-component-whitelist.md#cck-components)
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- [CCK State Behaviours](avatar-component-whitelist.md#cck-state-behaviours)
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- [Unity Components](avatar-component-whitelist.md#unity-components)
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- [Third Party Assets](avatar-component-whitelist.md#third-party-assets)
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For any questions, refer to the [FAQ](../faq.md) for help.

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